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Current time:0:00Total duration:3:45

Video transcript

in the previous exercise you create a 2d Perlin noise at a single resolution but remember our goal is multi resolution variation earlier we did this by adding 2d curves together which means we can add surfaces together in the exact same way for example imagine I took this surface and added it to this surface it would result in this final surface we put together this tool to demonstrate how we blend 2d patterns at different resolutions let's start with a simple checkerboard example here is a low resolution a medium resolution and a high resolution pattern and this is the result of blending these together and I see you've added amplitude sliders to define how much each resolution contributes to the final result yes exactly as before and you can adjust the base Kahler - very nice let's switch from this checkerboard to the random patterns used in the previous exercise now we have the power to create a whole range of different results in fact I think we're ready to put this to work in our dyno leg let's do it the final program extends what we did in the previous lesson it generates a Voronoi diagram as before however now we can define the pattern apply to the skin and scales separately who fun let me do a quick example in this main panel I can adjust the scale size as well as manually add and delete sites we cover this on our first lesson now jump over to the skin controls here you can adjust the base colour as well as the brightness and here we have three sliders one to adjust the amplitude of the low resolution pattern one for medium resolution and one for high resolution so there's a lot to play with here to get the look we need and the scale controls work the same way allowing you to create an entirely separate look for the scales versus the skin notice we have two bass callers to select from here color one defines the color of the smaller scales and color two defines the color of the larger scales so any given scale will take on a color in between your bass collars we did the same thing in the previous lesson this will allow us to get some natural color variations between the yellow and green Tia had indicated and her reference art exactly and when you're ready to test out your pattern you can click here render in 3d it will wrap your pattern around a simple leg to give you an idea of the finished look looking pretty good already okay we'd better stop here now it's your turn to take over these controls and create some of your own Dino skin using drum roll please 2-dimensional multi-resolution Perlin noise see if you get much TS reference art but then go wild and see what else you can come up with what kinds of things you think about when you're designing skin for characters well we think about a lot of different things but when you're looking at the bumpiness of each of the cells we felt like if we were using a curve that was flatter it gave the skin more of a look like it was being used more in a harder surface and therefore it was an older character and having the cells be more round it felt like it was a younger and fresher feeling skin we ended up in the actual skin packet we used a ramp from the center of the cell to the edge of the cell and then we defined what the curve was because we noticed that it made such a big difference between having that flat surface of the the Rattler curve so we were actually able to mathematically define the curve itself with just the patterns that we had inside each of the cells it's really cool yeah