Modo Abstracts
Last year I was playing around with Modo and trying to create some abstract works without actually modelling anything. I sat down at the comupter each time specifically without an idea of what I was going to create.
Here are some of the results:
Branches - This is a particle system that generates curves, using flocking to control their movement. I then converted the curves into a mesh and grew a set of spheres on the surface with size falloffs. The spheres are using a subsurface scattering shader to glow the outermost spheres that catch most light.
Jellyfish - This is a set of volumes with a various noise shaders to carve out holes in the volumes. It is also using volumetric lighting to cast light shafts through the scene.
Coy - This is again a simple particle simulation converted to curves.
Egg - Here is a sphere with 2 levels of the vein shader. The large vein shader creates a mask for a hair material. Also hair used for the grass.
Pillar - Sphere of curves with procedural noise creating a displacement map to create 'Flowers'. Also, used procedural colouring of flowers.
Torus Fire - Particle simulation from a torus. Turbulence used to animate the movement of the particles.
Cube Cloth - Cloth simulation to create shape, distributed with random cubes.
Cloth Sim