Shadebinder's Staff (Destiny fanart)

Solid shaded detail w/vapor cloud volume

Solid shaded detail w/vapor cloud volume

Wireframe detail, most geometry is tessellated from an SDF

Wireframe detail, most geometry is tessellated from an SDF

The same view with shaders. I tried to mimic what I'd seen in IRL glaciers on a visit to Iceland last summer, white and frosty on the exposed surfaces, blue in the cracks and underwater surfaces where it would melt without sun exposure.

The same view with shaders. I tried to mimic what I'd seen in IRL glaciers on a visit to Iceland last summer, white and frosty on the exposed surfaces, blue in the cracks and underwater surfaces where it would melt without sun exposure.

Staff body SOP graph(Houdini). The staff silhouette was initially blocked out in Blender, then this SOP network creates the actual jagged and cracked ice mesh. It should work for arbitrary input geo, although I didn't really test that

Staff body SOP graph(Houdini). The staff silhouette was initially blocked out in Blender, then this SOP network creates the actual jagged and cracked ice mesh. It should work for arbitrary input geo, although I didn't really test that

Ice shader graph (Cycles)

Ice shader graph (Cycles)

A bit of Destiny fanart. I've been a dedicated Shadebinder main immediately since Beyond Light launched a year ago. I'm just so satisfied my character finally has a wizard's staff. I loved the ice staff design and tried to reproduce it here to stretch my abilities with Houdini and test out Blender's new geometry nodes system a bit. Staff is built mostly in Houdini using OpenVDB to merge scattered "ice crystal" pieces into an SDF, then a shatter tool to add cracks to them. The light inside the cap crystal is shaped like a Darkness "pyramid ship", although it doesn't show through the frosted glass ;)

Date
December 5, 2021