So! I’ve finally got my hands dirty on scripting, precisely, Max Scripting. Few dvd’s from CG-Academy, and U’re ready to go. The idea about this script came during production of my personal project. I needed some quick way of animating wheels on my jet, when it is taxing on the airfield. Hopefully I will post some stuff from this animation, right now it’s a deep WIP status
Just working on fur for our internal production. After some tests on 3ds’s Hair and Fur, VrayFur, Ornatrix or proxy objects, we were still not pleased with the results. Then I decided to try something different.
Shave and Haircut for Maya and Renderman turned out to produce outstanding results, at very decent rendertimes. Here is fur test at closeup. The project got stucked for some time, but I hope that we will finish eventually.
Here are three setups done in TP3. The first idea came out of nowhere, just wanted to get a interesting effect of wall desintegration. It’s not quite what I had in mind, but setup worked pretty well.
Next two setups comes from amazing AD done by Oktobor. As they said in makingof, the “wow”effect you get by simple transitions on many objects, in a little time offset + some randomization . Of course different setup for each shot. Pretty cool idea – U got it right Octobor!
That was a real adrenaline kick! I really needed this one. It’s fairly easy to make a parachute jump in a tandem. You don’t need any mediacal examination nor authorization. 15 minutes “tutorial” on the ground and you’re ready to fly. Everything went smooth, untill we reached altitude of 4 klicks and doors were opened. Then time starts to go 2x faster and there is no turning back. And don’t worry about the moment of exiting the plane, guy behind you will make this decision for you
This time I’ve been working on something much bigger then my current skills. I wanted to create an effect, where a crowd of people is doing some simple action – jogging for example. I wanted to use Massive for this, which is industry standard in producing crowd simulation in film.
First of all, I had to get familiar with PRMan. Scripting isn’t my upside, so it’s gonna be quite a challenge to master shading and lighting in Renderman. After few days of learning this amazing renderer, I already knew how powerful it is. Workflow of rendering agents from Massive is pretty tricky. I have managed to render some passes via Massive render script that is generated during simulation (beauty pass), and some other in Maya, by bringing RIB archives in my scene (occlusion and shadow passes). But still, shading agents is a totally mystery for me. It look so flat, even if I apply displacement maps. If someone have some experience in this area, please drop me a line!
I’m still workin on this one…
Here is my first try.
I have been testing FumeFX for something else then fire/smoke simulation. As you can see, it also works great for ink sim. This effect can be pushed even further, if played with time scale in FFX grid options. Rendered with Krakatoa.
Anyway, that was just a quick test, with some eye candy resuls.
I’ve finally finished this project! Actually, it’s been going quite smooth through the production process. At first I just ran some tests on simple model of balloon ( previous post), then I was ready to move on.
Getting a HD camcorder (HF-10) was the next step, so I could shoot some footage in my city. All the 3d job was done in 3ds, only cloth simulation was performed by Maya’s nCloth – has some nice features Animation was moved between apps by point cache files – nice and easy. Tracking process was fairly simple, because it was only nodal pan. Vray handled the rendering process, all in 720p at decent rendering times ( only one machine with Q6600). Oh, and there is a bit of FumeFX, it was quick setup, I didn’t have any more patience for this project
So, here is Vimeo link for final animation and Making Of. Also links for direct download from my host.
Cloth again, this time from Maya’s nCloth system. The idea came after watching Red Baron movie, where VFX were done bo Pixomondo studio, they have done an amazing job on zeppelin being set on fire. Just see for yourself (go to Cloth subsite), and you will get the idea.
Here are first tests done on low poly spheres with constrained box as a basket. The initial setup is done, now it’s time to add some details and wrinkles in the moment of breaking the surface. Then unwrapping and texturing ( diffuse and displacement/bump for wrinkles) and some dynamics properties maps too.
The final result I would like to compose in real footage, if hopefully I will get my hands on any HD camcorder… But let’s not spoil all the deatails.
First of all, credits. Body model and textures comes from this site, and motion capture data from this one. So, what’s left for me to do?
- motion capture data cleanup
- skinning the model, based on biped system with help of great plugin HyperRigger by Paul Hormis
- cloth modeling, texturing and simulation with 3ds Cloth system
- hair – unfortunately, I didn’t manage to achieve a nice dynamics look on hair, but still, I’m quite satisfied with the results
- time remaping (slow motion) done in After Effects, to add even more coolness
Here are some screenshots taken during production. After cloths were simulated, I recorded it’s movement into point cache file. On the screen below, is stage where UV’s and HSDS are applied, after that point cache were recorded once again.
Hair has some length, density, stiffness maps, for desired control.
I have just finished my first TP3 setup, that I’m very satisfied with. Many thanks to Joe Scarr for his help on Cebas forum. The most important for me in this setup, is collision angle detection between arrows and floor. And it works perfectly!
Big inspiration was Brandon’s tests on flocking arrows from Warhammer cinematic. You can watch it on his site. The part where character takes off the arrows from the shield, comes of course from 300 the movie.
Here is a little presentation of angle detection, and an animation where you can see this setup in action. Rendering with motion blur is a time killer!