PDA

View Full Version : How would you do this effect in LW?


Cman
06-29-2005, 03:23 PM
Lexus - Brainchild
Saatchi & Saatchi, London (http://www.boardsmag.com/screeningroom/commercials/1766/)

How would one get the flowing, expanding trails?

zuzzabuzz
06-29-2005, 04:09 PM
That's awesome. It looks like a particle emitter with another particle emitter as a child to each particle. The second emitter inherits almost no motion from the parent, so it creates that debris trail. To handle that many particles efficiently, you'd probably have to set up several different passes and then composite them.

Cman
06-29-2005, 06:38 PM
I assume they roughed out the trails, then did a full-rez render, maybe even on each trail, then comp them all later.

But how to build the trails?

I was wondering if maybe a surface and displacement texture could get the same effect?

What do you think.

policarpo
06-29-2005, 06:52 PM
Looks like lofted splines animated over time and then either a volumetric or placcard based particle system was assigned to these growing splines.

Very beautiful piece. I gotta try it now. :)

joshstanley
06-29-2005, 06:56 PM
Looks like lofted splines animated over time and then either a volumetric or placcard based particle system was assigned to these growing splines.

Very beautiful piece. I gotta try it now. :)

what is a lofted spline? or a placard based particle system?

josh

Cman
06-29-2005, 07:17 PM
@Policarpo,
In a way it reminds me of your macro stuff. Would that kind of surfacing work? would it be luminous enough?

Also, what do you mean by "placard based"? is that sprites?

policarpo
06-29-2005, 08:49 PM
@Policarpo,
In a way it reminds me of your macro stuff. Would that kind of surfacing work? would it be luminous enough?

Also, what do you mean by "placard based"? is that sprites?

Yeah...sprite based.

SirReality
07-01-2005, 03:46 PM
This animation reminds me a lot of SplineGod's tutorial on growing vines. I believe this tutorial was part of the extras that came with LW[8]. The basics were: create a spline in modeller (number of points was important), move over to layout, create a particle emitter using the spline which emits the particles from the points of the spline.

If the particles were textured correctly... instead of a vine you should be able to create those glowing, ghostly tendrils. Boy I would love to try this right now, but currently at work. If I am able to run something up I'll post it and the source files. And, if not, maybe someone reading this will toy with this concept.

HowardM
07-01-2005, 06:21 PM
TONS of pfx! :p

http://www.cgtalk.com/showthread.php?t=134042 here are some tests i did a year or so ago...surely can be adapted to do this...

btw, i think the CGTALK search tool isnt working correctly....i typed in Ink and couldnt find my post?

Cheers!

pdrake
07-02-2005, 12:18 AM
with the inferno/houdini plug in?

Cman
07-02-2005, 01:57 AM
with the inferno/houdini plug in?

Would you seriously consider that a houdini-only type project?

pdrake
07-02-2005, 03:22 AM
that was an attempt of humor. i'm sure houdini would make it a little easier and i'm sure the compositing power of inferno or flame would come in quit handy.

i'm also sure you could do it with lw and after effects or toaster (mac guy here). just might be a bit more cumbersome.

RPG2006
07-02-2005, 02:16 PM
Total newbie when it comes to particles and effects. Makes a nice change from dinos though and hopefully it will inspire someone to show us how it's really done.:)

http://www.pixel-shack.com/particles2.mov

RPG

Cman
07-02-2005, 03:35 PM
@RPG 2003
That is not too bad!

SirReality
07-02-2005, 05:54 PM
RPG2003 - that looks really nice!

I tried a slightly different approach. I used the settings in this scene file: http://www.insaint.com/3dcg/tendrils2.lws

http://www.insaint.com/3dcg/m320x240.wmv
Here you can see a frame from the animation:

http://www.insaint.com/3dcg/march.jpg

Originally I tried making an object consisting only of points. Then I brought it into layout and set up a dynamics emitter to emit from the points. Well, hypervoxels get a little interesting, and you couldn't see the other hypervoxels through particles created from the same object. You can see some of this in the animation if you look for it. So, I was left with creating nulls and using them as emitters. This worked, and the nulls follow their paths quite nicely. It wouldn't be too hard to create a path in modeller, then plant one of these emitters into layout to follow that path. Different shapes are possible using the particle age gradient. Lots to play with on this one!

It seems that the Brainchild animation used several different types of particle effects.

RPG2006
07-03-2005, 05:32 AM
Cheers Cman and SirReality. As I said a bit of fun.

Really like the effect you've got going there SirReality. I tried a similar approach to begin with, using the vertices of an hemisphere as an emitter. I was then in theory going to use another emitter and particle fx linker. All went a bit pear shaped with the parent motions so just opted for emitters instead.

What I like about yours though is the glow on the edges. The incidence angle effect. I couldn't pull that off. I want to play some more, but got to get back to them dinos. Maybe later:)

CGTalk Moderation
07-03-2005, 05:32 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.