![](https://cdn.myportfolio.com/ee5541d7-0852-4d08-9f6f-1923f4b8a5a0/fd889cfd-0b8e-4455-bc55-7180e57db68d_rw_1920.png?h=4ab5062e754d6fac70db1d69f5368266)
![](https://cdn.myportfolio.com/ee5541d7-0852-4d08-9f6f-1923f4b8a5a0/d2e01c7f-a76e-4483-8448-c5419be898b3_rw_1920.png?h=0423ddd55b243e1d78aadfef6c21060e)
Wanted to try out a little mineral Render. Mediocre Procedural Setup.
Functions:
- Little Crystals can be built up over time / Position can be randomized
- Big Crystals can be randomized
Functions:
- Little Crystals can be built up over time / Position can be randomized
- Big Crystals can be randomized
I learned:
- How/Where to use the IsoOffset Node
- How to build a infection system with pyro
Could be improved:
- could be optimized for HDA
- rendering in other rendering Engine
- minimize polycount
- How/Where to use the IsoOffset Node
- How to build a infection system with pyro
Could be improved:
- could be optimized for HDA
- rendering in other rendering Engine
- minimize polycount
Programs used:
Visuals - Houdini/Redshift