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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