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woodMan
02-03-2005, 03:44 PM
Hi everybody,

Im working on some kind of Ghost effect and i would like to share some idea's with you guys about how can i do that i have tried to use goals to make the particles stick the ghost character to show the facial but it didnt look as good as i expected and plus i need the smoke of the ghost to look like its animated such as the Giene in Aladin movies so i thought about using Fluids is that a good idea ??

and does anybody have any kind of tutorial about this ?
Thanx ....Regards

destruct007
02-03-2005, 04:39 PM
There was that comercial from the Mill that used fluids to create cloud titians that fight as a Mercedes races around on the dry lake bed. It looked pretty cool. I think they emitted fluids from the character. You can search for it on their site I found it recently.

apoc519
02-03-2005, 05:07 PM
if you're using a poly character and maya 5 or less the goals would have put the particles on the characters vertices which would probably not have looked great.

Im pretty sure with maya 6+ poly goals are much better and behave more like they do on nurbs.

Making it a fluid emitter would be your best bet otherwise if you can handle the render time. Im using it now for a sort of similar effect where a character emits ghostly flames around him

woodMan
02-04-2005, 01:49 PM
thanx guys 4 replaying .....i have tried goals but i didnt like the results im getting the thing is that when you want 2 use particles u have goals but if u want 2 use fluids do u have something similer ? coz my effect requires the smoke to come out from something like a lamp and then 2 form a ghost and to show the ghost movments and facials , so i need 2 know how can i do that with fluids coz i have been using particles so far and i didnt find the look that i want and i dont know that much about fluids

thank u very much 4 ur help :)

ashishdantu
02-05-2005, 09:25 AM
hi woodman,

maybe u can try this...

go to this page >> good tool to link particles and fluids..

http://petershipkov.com/development/afterburn/afterburn.htm

use his tool to generate smoke preset, then delink that particle from its emiter.

Now to your poly character, use emit from object, and link that emiter to the cloud preset u made in the last step. Its like ,u emit the cloud particles (from the preset) and link it to your poly character's surface emiter..

and u can play with random life span and inherit factor, conserve to fine tune ur particles and its movements first..

then use the fluid shader assigned to the particle (also see the bunch of extra attributes attached to the particle shape) n adjust to get ur effect ..

let me know if this helps..

woodMan
02-06-2005, 01:09 PM
Hi ash,

thanx for ur help and realy this is a very powerful tool that u gave me but the thing is that i dont know how to show the facial on my character coz i did what u said and the results were like WOOOOOOOOW but when it comes to facials its not showing a thing ! have u seen the mummy ? i need to do something like the sandy face that come on of the sands in that movie

in a few words my scene is something like a smoke comes out of a rock and then forms a ghost who will start to speak with another character and he will be angry thats why i need to show facial but anyway i like the tool very much and i will keep trying to use it in this effect and in something else

Thanx again Ash
Regards

woodMan
02-06-2005, 02:15 PM
i have one more question ash every time i try to create the preset effects included in the After Burn tool Maya gives me (Cannot find procedure) so what should i do ??

Regards :)

ashishdantu
02-07-2005, 06:20 AM
hey, its good that u liked the tool..

well, for making that script work..

pls.. see this link > http://www.cgtalk.com/showpost.php?p=1950046&postcount=8

n coming to the facial expressions, i've got 3 ideas..

1) try thinking particles, a plugin from cebas..where as an example. they have given the mummy example..

2) i think emiting particles from surface and then u make these particles appear would do.. maybe u can try making ur surface a goal too so u can make them stick more to the surface.. so u can also try and reduce the diffusion of the particles on the face n make the particles smaller in size (reduce random motion) to make them show facial shapes. But i wonder if u can get minor facial expressions...

3) coming to the face , u can also try Texture based emission .. if u have an animated texture ofthe expressions , apply to the face surface and then in the emiter tab, use texture emission. this will let u emit particles based on texture..so u can tweak ur texture to get more / less particles in requrieed area..

hope this helps in some manner..

pls. post images of ur work..so we can get a clear idea ..might help us understand it better..
cheers,

woodMan
02-13-2005, 08:58 AM
Hi Ash :)

sorry for the late reply i've been trying 2 get a permission to post our concept art about the ghost to show u what i need to do exactly but they didnt allow me to do that :(
but anyway man my ghost suppose to be generated from smoke ,now im trying fluids with the tool that u gave but its realy hard to make the smoke look like the genie in Aladin Movie !

so if there is anybody out there how did something like this plz dont hesitate to share your thoughts with me :)

Thank you very much
Regards

woodMan
02-13-2005, 12:11 PM
By the way Ash i got the tool to work perfectly and its realy cool but i have a question for u when u use after burn are limited by these six ready made effects that u have in the tool already or you can do a new one using this tool ?

thanx man
Regards

ashishdantu
02-13-2005, 01:27 PM
hi woodman,

well, i guess we'll wait till ur work is officially on air. Drop the link and we will watch it. Did u see the MILL's "Mercedes Clouds (http://www.cgnetworks.com/cgfilms/cgfilm.php?story_id=2210)" ad ? are u trying for something similar ??

good to know that u were able to use that Tool .. but i agree that if u change those particles settings (which ever) the shading goes for a toss.. that is, we have to adjust the texture coordinates of the fluid , which again consumes lot of time..

coming to the other effects, we can use them as primers and then customize to our requirement. Would be great if the autor Peter, can bring in more ....

we can write our own too.. Like say u have done one effect "Cloudy - GhostMan " and for this u have used particles and fluid to shade him. Then we store all the particle, emiter and fluid attributes values, (some thing like presets) and can add these settings in a MEL script, in which u can have a button,, when clicked, will reproduce all these settings again. But its the "PP connections " from the particles's shape to the texture coordinates of the fluid, which are important, are to be reproduced as well ! So we can study that script and adopt similar connection patterns in ur custom effect.

But if you do get such presets and if you can share them with others, it would be great ! If you come across any easy / workarounds tips while customizing those preset effects, pls share them with us..

one thing i came across was that, when u customize the particles sizes, we have to adjust so that the particles overlap atleast 45 % on each other. Then the fluid's continuity is maintained. The more the particles are not overlapping each other, the more patterns they show.

Cheers, BOL,

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