your shader complexity is low because you used true polygon models instead of just a masked plane to prevent alpha overdraw?
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Check out another nice guide on mixing Redshift and Houdini from Tim van Helsdingen. The 1,5-hour tutorial focuses on building corrosive acid effect.
And here is the final result:
Inspired by the awesome erosion effect by Dave Stewart I wanted to see if I could create a similar effect.
So I made some acid that burns through a metal plate. Pretty happy with the way it’s working.
I’m using vdb erode in a sopsolver/solver which is driven by the flip sim.
Using another sop solver to create a wetmap to drive erosion materials in redshift. Using curvarure for worn edges, and the new triplanar projection to map the textures/normal maps. Overall it was 3 materials blended together for the metal.
Make sure to check out other guides from the artist here.