R&D - Miscellaneous

I am constantly experimenting with new techniques for generating architecture and other forms. There are an immense number of assets to create for the Intopolis project, so I'm always on the hunt for novel ways to generate complex forms in batches. This is just a small slice of all the things I've tried over the past few years!

Using the multiscatter plugin on bitmapped object, inheriting its color and probability of a sphere/cone.

Using the multiscatter plugin on bitmapped object, inheriting its color and probability of a sphere/cone.

Mirror room in 3DS Max/V-Ray!  So fun to make, and relatively quick to render.

Mirror room in 3DS Max/V-Ray! So fun to make, and relatively quick to render.

I discovered that I can generate architecture by performing a voronoi shatter with density set to a bitmap, then extrude the shards.

I discovered that I can generate architecture by performing a voronoi shatter with density set to a bitmap, then extrude the shards.

Particle-based space filling growth in TyFlow, a new VFX plugin in 3DS Max.

Particle-based space filling growth in TyFlow, a new VFX plugin in 3DS Max.

Splines creeping up along a surface in Tyflow.

Splines creeping up along a surface in Tyflow.

Creating webbed connectors in Tyflow.

Creating webbed connectors in Tyflow.

My game designer friend uses Tilt Brush to brainstorm in 3D. I used a Python script to export his file to my software.
I find a lot of beauty in this idea of encoding thoughts into a space, as I also tend to think in 3D like this when tackling something.

My game designer friend uses Tilt Brush to brainstorm in 3D. I used a Python script to export his file to my software.
I find a lot of beauty in this idea of encoding thoughts into a space, as I also tend to think in 3D like this when tackling something.

Spline stacks from a Maxscript.

Spline stacks from a Maxscript.

Spline stacks with multi-material applied on a per-polygon basis.

Spline stacks with multi-material applied on a per-polygon basis.

Shattering using TyFlow.

Shattering using TyFlow.

Learning fluid simulations.  This was made with the 3DS Max default + Arnold.  I'd like to try out Phoenix FD soon!

Learning fluid simulations. This was made with the 3DS Max default + Arnold. I'd like to try out Phoenix FD soon!

Using my file structure to generate cities.  This was all just using Photoshop actions and vectorizing for import.

Using my file structure to generate cities. This was all just using Photoshop actions and vectorizing for import.

This was created from vectorizing real MRI scans!  (It's my ex's head, haha)

This was created from vectorizing real MRI scans! (It's my ex's head, haha)

Inhaling OpenStreetMap data into 3DS Max.

Inhaling OpenStreetMap data into 3DS Max.

Inhaling OpenStreetMap data into 3DS Max.

Inhaling OpenStreetMap data into 3DS Max.

My second Deep Dream video!
I used the Python script provided by Google to make it back in 2015.
This one was more involved, since the zoom morphs seamlessly between 3 different datasets.

Playing with new fractal shapes and subsurface scattering.

Playing with new fractal shapes and subsurface scattering.

This is all vertex color with a metallic "snow" compound V-Ray material

This is all vertex color with a metallic "snow" compound V-Ray material

This was made with RailClone.

This was made with RailClone.

Growing "crystal trees" using displacement in V-Ray.

Growing "crystal trees" using displacement in V-Ray.

Breaking V-Ray displacement in a funky way.

Breaking V-Ray displacement in a funky way.

Miscellaneous experiments.

Miscellaneous experiments.

Making a pseudo-depth map in Mandelbulb and applying hand-painted textures as atmosphere.

Making a pseudo-depth map in Mandelbulb and applying hand-painted textures as atmosphere.

Creating a way to use Neural Style to edge break without dramatically altering color/value.

Creating a way to use Neural Style to edge break without dramatically altering color/value.