Re: animating a fractal or (semi)solid volume?

Date : Wed, 17 May 2006 23:14:54 +0200
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: animating a fractal or (semi)solid volume?
Hi folks,

been playing around with ZBrush, load a filetexture as alpha
and hit "Make 3D". Depending on your setting you get a
satisfying result. Am a bit too wasted to create a fullblown
testsequence now but fiddled together an example FxTree
with pretty good controloptions. Bear with me, it´s my first
serious try with compositing in XSI, hope you´ll still like it.
Play around with the various nodes to get sharper borders
or an even more worn look. The retimer (sub)sampling creates
the width of the greyish area, 256kB H.264 quicktime:

http://www.hafenlola.com/downloads/Ley_alphashredder.mov

XSI 5.01 adv scenefile including the required *.bmp (180kB):

http://www.hafenlola.com/downloads/Ley_alphashredder_xsi5adv.zip

Thanks for the help guys!

Cheers

tim

P.S: I´ll create the "animated snapshot test" tomorrow, if anyone has
a script to load sequential *.obj and automatically have visibility or
transparency animated per frame I´d gratefully appreciate it...



----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, May 17, 2006 5:48 PM
Subject: Re: animating a fractal or (semi)solid volume?



Hi guys,

the Alan Jones addon is really nice, I´ll definitely give it a try.
Could be the tool of choice to "interactively" animate the burn
effect itself, e.g. use a messy, scaling blob to mask out areas
of a plane, render from Ortho and use that sequence as the base
to create either an alpha (for meshgeneration in ZBrush) or for
texturing (fractalizing/wearing the intersection). Definitely great
for quickly trying out different stages of ripoff&wear.

I´ll also see if I can find info on the image2object thing.

Displacement itself may not work due to the holes I want to
burn into the (bent) panels over time, disintegrating them.

Tried the Maya raymarcher plug-in the last two hours and must
ditch it - it would take too long (it´s still a really great plug-in).
Same applies to Holger´s raymarcher, looks absolutely fantastic.
(I only looked at the gallery, haven´t bought the plug-ins yet).

Thanks for the tips on working on two´s, I´ve went through the
sequence again, the slowmo dissolving panelpieces boil down in
roughly 275 frames, including the revolving to offscreen time.
Could be manageable with some 100 shapes. Two to five
major pieces dissolving, smaller ones missing after revolve out...

This still doesn´t solve the MB issue but we *may* have
an old copy of Realviz Retimer at the University, if not I´ll
ask around at the shops nearby, maybe I´ve missed some
late developments for post motionblur. Where´s the door?

Cheers

tim







----- Original Message ----- From: "Chris Marshall" <chris(at)eclipsecreative.co.uk>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, May 17, 2006 4:34 PM
Subject: Re: animating a fractal or (semi)solid volume?



...actually, thinking about it, the way I'd do this now would be to map the image sequence onto a grid with displacement for the extrusion. Should work well enough, and would be much easier to create. Depends on what you're looking for.



Tim Leydecker wrote:

Hi folks,

Take a lighter and a piece of paper, hold the
lighter right under the middle of the sheet and
watch the surface get slowly consumed by the fire.

I´m planning to try to recreate this effect on
geometry (e.g. with a certain thickness to it)
If I run against a wall doing this I´d resort to
some kind of animated volumetric effect filling
the original shape(s) and try animating the 3D
texture from solid to transparent while animating
with dynamics, basically gravity and initial speed.

There´s a plug-in for Maya (free)

http://www.lightengine3d.com/downloads/plugins/rayMarcher/rayMarcher1.html

Holger Schönberger has something similar (worth it I guess)

http://www.binaryalchemy.de/develop/clouds/index.htm

Did anyone of you guys pull something like this off allready?

How about rendertimes and such?

Using ZBrush, I could use an animated texture (frame by frame)
to *destroy* geometry by hand, then link those *shrapnels* to
the dynamically solved shape (floating through space) on an
*.obj/frame basis. Obviously tedious (looks great...) and
problematic with motionblur (~none...) but still the fallback option.
Advantage would be I´d have something to throw a texture onto...

Any thoughts appreciated...

Cheers


tim









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