Inspired by: Okamirufu Vizualizer

This recipe covers the creation of vertebral or rib-like structures using mathematical patterns and point rotation, a staple of the Okamirufu Vizualizer aesthetic.

Operator Families in this Recipe

  • CHOPs (Channel Operators): Defining the spine’s profile.
  • POPs (Point Operators): Revolving the points into a 3D form.
  • MATs (Materials): PBR rendering for that chrome finish.

Part 1: The Profile (CHOPs)

  1. Generate Wave: Add a Pattern CHOP.
    • TypeSine.
    • Amplitude0.5.
    • Number of Samples100.
  2. Add Variance: Connect it to a Noise CHOP (set to “Add”) to give it a more organic, irregular look.
  3. The Spine Data: Use a Rename CHOP to rename the channel to ty (y-position) and add a constant tx (x-position).

Part 2: From Line to Spine (POPs)

  1. The Container: Create a Geo COMP and enter it.
  2. Bridge to POPs: Create a POP SOP and enter it.
  3. CHOP to POP: Add a CHOP to POP. Drag your CHOP into the “CHOP” parameter.
    • Set Position to look at your tx and ty channels.
  4. Revolve POP: Add a Revolve POP after the CHOP to POP.
    • Angle360.
    • Steps40.
    • This “sweeps” your mathematical curve in a circle, creating a 3D vertebral segment.
  5. Noise POP (Small Scale): Add a Noise POP with a very small amplitude and high frequency to add “micro-texture” to the surface of the spine.

Part 3: The Metallic Shader (MATs)

  1. PBR MAT: Outside the Geo COMP, create a PBR MAT.
  2. The Chrome Look:
    • Metallic1.0 (Full).
    • Roughness0.1 (Very smooth).
    • Base ColorWhite (or slightly blue/teal for a futuristic feel).
  3. Environment Map: Crucial for PBR! Add an Environment Light COMP and use a high-contrast HDR image (TOP) to get realistic metallic reflections on your spines.
  4. Assign MAT: Drag your PBR MAT onto your Geo COMP.

Part 4: Animation

  • Go back to your Pattern CHOP and animate the Phase using absTime.seconds * 0.1.
  • Watch as the entire vertebral structure pulses and breathes.

Parameter Tuning & Behavior

ParameterBehavior
Sine AmplitudeHigher = deeper “ribs” and more extreme vertebral curves; Lower = smoother, tube-like spine.
Revolve StepsHigher = smoother, high-resolution geometry; Lower = faceted, low-poly “retro” look.
Metallic/Roughness1.0/0.1 = polished chrome; 0.0/0.8 = matte plastic or bone-like texture.
Animation PhaseHigher = faster “breathing” or pulsing motion; Lower = slow, majestic movement.
Noise VarianceHigher = more “diseased” or organic irregular growth; Lower = perfect, mechanical symmetry.

Network Architecture

To visualize how the data flows, here is a map of the final network:

[ CHOP PROFILE ]
Pattern CHOP (Sine) ──▶ Noise CHOP ──▶ Rename CHOP (ty, tx)

      ┌─────────────────────────────────────┘

[ POP NETWORK ]
CHOP to POP (Import ty/tx)


Revolve POP (360 Deg / 40 Steps)


Noise POP (Fine Micro-texture)


[ POP SOP ] ───▶ [ Geo COMP ] ───▶ [ PBR MAT ] ───▶ [ Environment Light ]

Data Flow Explanation

  1. Curve Definition: The Pattern CHOP creates a mathematical wave. This wave represents the silhouette or “cross-section” of the spine segment.
  2. Conversion: The CHOP to POP node turns those 100 CHOP samples into 100 3D points.
  3. Rotation: The Revolve POP takes that line of 100 points and “sweeps” them 360 degrees, creating a 3D geometry from a 2D line. This is the core “revolve” technique used for biomechanical modelling.
  4. Rendering: The PBR MAT and Environment Light are the most critical parts for the metallic look. The Environment Light provides the “reflections” that make the PBR MAT appear chrome-like.

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