Mixing infection-like animations [0] to reveal CT-Scans turned to Volumetric objects, and using smoke rendering to explore different dimensions of the former [1]. Smoke appears to offer a perfect metaphor for the malleability of our contemporary reality and the power of GPU rendering makes it possible to get amazing results in a relatively short time. By studying the interaction of light and volume density, it is possible to create very detailed and interesting images out of this kind of data. This time I jumped from the human body to invertebrate bodies. Inner structures and organs can be perceived to different extents, by tweaking very few parameters.

The project evolves slowly though, using the amazing collection of Quixel Megascans to add detail to the scenes.

Houdini was used to conform the objects and Redshift used to render volumes.

[0] With infection I mean an algorithm that turns a set of points from one -healthy- state, to another -infected- one. Given a starting point of infection and within certain probability ratio, the neighbours of that point are likely to get infected/turned. As in our pandemic world, the infection propagates through different, serendipitous, paths until the whole set is infected. These simple rules achieve complex and organic results that work great for animating growing things or revealing objects out.
[1] which means: I got some image sequences of CT Scans. The images are imported to Houdini and pixel values are stored into points -and then voxels or 3D pixels-, therefore recreating the body density of that scanned body that was swept through the CT tube. Lighter areas are denser and therefore more solid, darker areas are hollow. By shooting light and absorbing colors through that set of voxels that are not more than smoke, you can achieve fascinating effects without turning anything to actual geometry.