Operators
TAB to open the operator Window (TAB again to go trough the tabs)
For each family
Darker Shade : Generator
Lighter Shade : Filter
Cable
Cable can only be plug between objects of the same family
When they are animated, they are streaming data (cooking)
Links
Links are grey lines with moving arrow
They can be between different operator family
To render and SOP to TOP (going from 3D to 2D) You'll need 4 elements
Geometry
(What is the form)Camera
(Where is the eye)light
(Where is the light coming from)Render
Input your SOP Composition in the Geometry
(For this you need to add the geo by right clicking the output of the SOP)
Chose where is the light coming from by tweaking the light
parameters
Chose where the "eye" is by tweaking the Camera
parameters
line
objectPattern
Objectchannel
to shape
null
terminaisonchopTo
after the line
null
in itChannel Scope
to shape
Attribute Scope
to P(1) (We want only one axis to be affected)You should have an error on the chopTo, it is caused by the difference of point in the line and in the pattern
channel
to segments
The Pattern and the line should now have the same number of point and a sine should appear in the chopTo (If not, verify that you are looking at the right axis)
We now have a way to bend the line, let's custom the pattern to have a more leafy shape
Type
to Ramp
Taper
to around 0.2
to bend the functionOnce the half of the leaf have the correct shape, we can double it
Copy
After the chopTo
Number Of Copy
to 2
Ry
Scale
to -1
To fill the frame, you can use skin
or polypatch
, polypatch
allows for more precise control of the 3D geometry. To see the modification you can use the w
shortcut to toggle the wireframe view.
Polypatch
after Copy
Attribute Create
after Polypatch
Compute Normals
Interesting parameter to tweak to go closer to a flower petal :
Pattern
Taper Decay
& Amplitude
, disable the reverse
Play around by using the math chop and adding modulation, for an oak leaf, you could add sine and noise to alter the edge of the model
To Gain More Control, After the Attribute Create
Twist
that let you bend and twist the modelTransform
That let you rotate and resize the modelCopy
after the Transform
Circle
, terminate it with a SOP Null
and connect the Null
to the second input of the Copy
Copy will add a flower at each normal of the circle, to see the normals of the circle, right click and select display setting, you can then show the normals We need to point the normals in the right direction
Point
before the Null
Keep Normal
to Add Normal
and set click +
juste below to unfold the parametersnx
to me.inputPoint.x
ny
to me.inputPoint.y
nz
to 0
Now leaf should be facing outward
If the normals aren't correctly sized add a facet
before the the null
and toggle Make Normals unit Lenght
The Number Of division
of the Circle
let you set the number of petals,
transform
before the Null
Uniform Scale
let you resize the circle, thus setting the spacing between the PetalRotateX
to 90
texture
after the Attribute Create
Next we will need a Render Setup
To render and SOP to TOP (going from 3D to 2D) You'll need 4 elements
Geometry
(What is the form)Camera
(Where is the eye)light
(Where is the light coming from)TOP Render
Input your SOP Composition in the Geometry
(For this you need to add the geo by right clicking the output of the SOP)
light
parametersCamera
parametersYou can now toggle the blue circle on the render to view the result
Phong
Noise
Null
Null
on the phong, select Diffusion Map
Noise
Period
to have the wanted gradient on the leafNoise
and the Null
, add a TOP Lookup
Ramp
and connect it to the second input of the lookupsaturation
and hue
to taste for a leafy color (green / orange gradient for exemple)