Potential Underneath
After a few days off the Blender experimentation, I downloaded the newest version of #bygen by Curtis Holt, and started playing around with textures.
In this experiment, there are actually 3 different versions of the same model
combined together with different modifier stacks and geonode groups. I'll try to present them one by one so you can have a better idea of that mess.
So first, we have the skin ripping off effect originally from #bygen, tweaked at my convenience, and I made up a skin shader, very basic, with sub surface scattering.
Then, the idea was to fill him with some kind of worm-gooo-cyber thing that would crawl under his skin, inspired by the demon aspects in Mononoke Hime (Studio Ghibli). This was also achieved using #bygen, then tweaked, and then textured with a procedural ambient occlusion shader I made to contrast with the version of the model.
(nasty isn't it)
And finally, the last part of the model is simply a bunch of metal-mechanical parts thrown at the model and randomized through geometry nodes, as well generated by #bygen and tweaked to my liking.
The background is a bunch of cables, at low resolution, going from a plane on the left to a plane on the right, from the top to the bottom. The shader isn't important, because I knew I was gonna play with the mist pass and ambient occlusion pass of the final composition to make the background MUCH less visible.
So to give you an idea, the first unedited normal uncomposited result, after 7h rendering at 3000*2400 pixels, looked like this :
The background, as planned, is too prominent, too visible, and the edges of the model(s) get lost in it, with no definition. So, using the mist pass, I obscured the background, created a thin layer of coloured mist on the edge of the model to highlight it (I could have done it with a light but I really did forgot about it before I pressed render). Here is the final look of it to compare!
...!discovery 25...
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