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)
- Generate Wave: Add a Pattern CHOP.
- Type →
Sine. - Amplitude →
0.5. - Number of Samples →
100.
- Type →
- Add Variance: Connect it to a Noise CHOP (set to “Add”) to give it a more organic, irregular look.
- The Spine Data: Use a Rename CHOP to rename the channel to
ty(y-position) and add a constanttx(x-position).
Part 2: From Line to Spine (POPs)
- The Container: Create a Geo COMP and enter it.
- Bridge to POPs: Create a POP SOP and enter it.
- CHOP to POP: Add a CHOP to POP. Drag your CHOP into the “CHOP” parameter.
- Set Position to look at your
txandtychannels.
- Set Position to look at your
- Revolve POP: Add a Revolve POP after the CHOP to POP.
- Angle →
360. - Steps →
40. - This “sweeps” your mathematical curve in a circle, creating a 3D vertebral segment.
- Angle →
- 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)
- PBR MAT: Outside the Geo COMP, create a PBR MAT.
- The Chrome Look:
- Metallic →
1.0(Full). - Roughness →
0.1(Very smooth). - Base Color →
White(or slightly blue/teal for a futuristic feel).
- Metallic →
- 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.
- 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
| Parameter | Behavior |
|---|---|
| Sine Amplitude | Higher = deeper “ribs” and more extreme vertebral curves; Lower = smoother, tube-like spine. |
| Revolve Steps | Higher = smoother, high-resolution geometry; Lower = faceted, low-poly “retro” look. |
| Metallic/Roughness | 1.0/0.1 = polished chrome; 0.0/0.8 = matte plastic or bone-like texture. |
| Animation Phase | Higher = faster “breathing” or pulsing motion; Lower = slow, majestic movement. |
| Noise Variance | Higher = 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
- Curve Definition: The
Pattern CHOPcreates a mathematical wave. This wave represents the silhouette or “cross-section” of the spine segment. - Conversion: The
CHOP to POPnode turns those 100 CHOP samples into 100 3D points. - Rotation: The
Revolve POPtakes 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. - Rendering: The
PBR MATandEnvironment Lightare the most critical parts for the metallic look. TheEnvironment Lightprovides the “reflections” that make thePBR MATappear chrome-like.
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