For this final assignment, I created an island and then added a bit of vegetation to the island and added ground, grass and sand textures to the ground. I’m more interested in things that have a realistic feel, so I made shaders that are on the realistic side, like ground and rock textures.
I did all the materials for the island in Substance Designer, and I spent most of my time working on the materials.
For this week’s homework, I used Fluid noise is used to create the fluff of the carpet, then make it tile patch is used to adjust it to create the basic pattern of the carpet. Then use Fur 1 noise and blend to adjust the roughness of the carpet to make it more realistic.
For the week08 assignment, I tried to use Substance Designer to make some materials. Like a grainy wall and a mud floor. My model is from https://www.turbosquid.com/3d-models/3d-statuette-sheep-barrel-model-1335035. I imported the model into Substance Designer first and then mapped and changed the roughness and metallic level of the model. I then imported the model into unity after I had mapped it and changed the roughness and metal level to make it look more realistic.
Later I created the wall and floor materials in Substance Designer. For the floor I used different noises and then blended them, it was interesting to explore and I intend to explore Substance Designer further in the Final Project.
For PopMatrix I used torus(),sphere() and cone() to draw different 3d shape, and also add some different movement tracks. For Bump Mapping, I found a colourful and beautiful gel pen art by Nico Dauk in boredpanda. And, I added some mouse interaction and then used the sin() function to change the shape of the figure bump.
For this midterm assignment, I created four different shaders and set them to music, when the music starts the shader will play along with the music. The four shaders will switch and loop according to the rhythm of the music. I was inspired by the abstract watercolour, I thought the blending of colours looked interesting and the watercolour looked like a way to find order in the chaos.
For two of the shaders I used the noise function to draw the basic shape of the shader, then smoothstep and a series of calculations to get the watercolour I wanted. Then I use the if-else function to plot the time and length of each shader that appears.
One of the bigger difficulties I encountered in the production process was calculating the function and how to make my pattern look smooth and have a watercolour feel. In the process of creating my fourth shader, at first, I used the step function and it didn’t look smooth, then I used smoothstep, but then I found that the return parameter made the pattern look like a lot of squares, and then I modified the parameters to achieve the water ripple effect.
For this week’s task, I made an animation of a blinking shutter effect. I used step() and smooth() to create lots of little bars to separate the entire canvas, and then used abs(), sin() to make the colours blink on and off in the intervals separated by each square bar
Shader #1 Shader #2
Code #1 Code#2
This week I focused on the movement of shapes, using different functions to make the shapes have different trajectories. In the first Shader, I used mix() to multiple layer shapes and used cos() and sin() to change the trajectory and shape of the shapes by different calculations. In Shader#2, I used rotated2D, sin() and cos() to rotate all the shapes to an angle and then rotate them again.
Gradient #1 Gradient #2
By experimenting with the above image, I first used Smoothstep () to set a basic range, then I calculated the shape of the jaggedness by using the Mod() function, then by further calculating in the R and G channels to get six stepped rectangles. It was a very interesting experience, but at the same time, the complexity of the functions bothered me. For Gradient #2 I used the dot() to set a range, and then set the u_mouse data so that mouse movement on the graph would change its contrast and color