Some more tests with XGen archives and spheres. This time with a bit more color. I basically use a texture map to ‘drive’ the length and color of an XGen primitive. These primitives can range from spheres, splines or as in most of the examples below, cube geometry that has been exported as an archive. I then use expressions with XGen in Maya to modify the length, size and orientation of the archives. Finally, I use the Arnold software renderer to create the final image. Arnold is able to realistically render millions of these pieces of geometry very quickly at high resolutions without any problem.
A tutorial that goes through the process can be found here. All of the images are rendered with Arnold for Maya.
Click here to view my initial tests without color. Click here to view more XGen tutorials.
Many thanks to Pedro F. Gómez for his assistance with XGen.
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The interesting formations in the image below are formed from JPEG compression in the original image used to describe the ‘length’ of the cubes (a happy accident). If you look closely, you can see the square compression patterns in the base level of cubes.
Nice to see my work has inspired other artists to also have a go. Please share your results with me!