View Full Version : Animation: Robot at Bay
jesped 01-13-2003, 10:19 AM I did again an old arnold scene with Vray.
It's a robot (original design by Doug Chiang) emerging at bay area, done with RealFlow and RealWave.
http://www.nextlimit.com/videos/movs/NL_Robot.mov
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the displacement on the breaking surface is fantastic, the lack of foam (white water) makes the robot look small though, if it was live action i would say put some washing up liquid in the water to make white water in the break, and so give the impression of scale, if you are after the Harryhausen model look it is so spot on, incredible.
tpe
lildragon
01-13-2003, 11:21 AM
Heya Jesús great to see you here, I remember this from waaaay back, it's amazing in every aspect...
tpe you made some good points there however :thumbsup:
welcome aboard Jesús
salud
Agraba
01-13-2003, 11:34 AM
That is amazing :eek:
Really beautifully done, though some of the water takes a longer while to come down from his body it is really great.
Faraguay
01-13-2003, 11:35 AM
Great simulation!! wonderful integration.
Genial. Lo unico que veo un pelin raro es que el robot fuera del agua parece no estar mojado... y acaba de salir del agua!!! No se, igual es solo la luz.
How long did it take to solve the simulation?
Awesome work.
prayas
01-13-2003, 11:44 AM
Thats great although i have to agree with tpe concerning the size the robot apears to me when coming out of the water.
What software or technic did ya use to get the water that good?
P..:
[edit] seen your signature a bit late. real flow and real wave is a name i know. would be interesting how it was made [edit]
facial
01-13-2003, 12:13 PM
Cool, Well done. :thumbsup:
Martin Andersen
01-13-2003, 12:14 PM
Very nice,
V-ray (a render plugin) = 3dsmax
Can we see the wireframe from the scene.
Like it a lot... :wip:
wesware
01-13-2003, 12:38 PM
Really nice!
I agree with the other crits.
Nice bot as well.
Menty
01-13-2003, 12:42 PM
great work dude!:applause:
the environment light is very realistic.
but like Agraba said it seems to me that some waterdrops "bounce" down the body instead of running down.
all in all really great work!!
Apart from the fact that the bot is instantly dry after coming off the water, a great work! :thumbsup:
Definatly wishfull thinking but is there any way of simulating liquids adhereing to other surfaces, and their surface tension there til?
tpe
Kamul
01-13-2003, 01:24 PM
wooow great work espacially the water^.^:bounce: :bounce: :bounce:
Error323
01-13-2003, 01:38 PM
Very nice indeed. I beleave nextlimit are the creators of realflow... that's why he rox with water :buttrock: :buttrock:
ThirdEye
01-13-2003, 01:44 PM
I like the water on the ocean plane, i don't like how it behaves on the robot, it seems gel... The background, expecially the moon, seems painted on a sphere. The rest is amazing :thumbsup:
Dave Black
01-13-2003, 01:47 PM
Wow, man, welcome aboard!
You really inspired me when I was first starting out...Good to see you!
As before, l love this animation. Great job!
-3DZ
:D
kreno
01-13-2003, 01:50 PM
If he's getting out of water, he should be wet... so I'm just thinking he should be walking, and water should still be falling off of him... just a thought :P
jesped
01-13-2003, 02:03 PM
The water surface was done in Realwave. Simply as hell: a fractal displacement for the waves, the waves generated by the robot (although very subtle in render) are automatically generated by Realwave.
http://www.nextlimit.com/phpBB2/image_refs/RobotRW.gif
The water splashing out from the surface and dripping from robot was done in Realflow with a pool of particles under the water surface level.
http://www.nextlimit.com/phpBB2/image_refs/Robot.gif
Ravennome
01-13-2003, 02:17 PM
Nice stuff. I've always liked Doug's personal concepts way better than his stuff for Star Wars.
This is great, the only thing it needs is a wet shader on the bots skin.
It great to have you here, man, thanks.:bounce:
jesped
01-13-2003, 02:18 PM
Originally posted by tpe
Definatly wishfull thinking but is there any way of simulating liquids adhereing to other surfaces, and their surface tension there til?
tpe
Sure, but I didn't pay much attention when I did the simulation (it was done in Realflow 1 some time ago). It needs more particles to get a better water effect, but now it's a pain to redo the simulation and render.
jesped
01-13-2003, 02:26 PM
Originally posted by zainlars
Nice stuff. I've always liked Doug's personal concepts way better than his stuff for Star Wars.
This is great, the only thing it needs is a wet shader on the bots skin.
It great to have you here, man, thanks.:bounce:
I don't realize how a "wet robot material" could be done in 3dsmax easily (adapting to the real contact of water particles with the robot surface).
I tried Particle Paint but it was way too slooooooow on a simple test I ran, so I forgot even trying for this scene (robot mesh is high dense)
Any ideas?
The Magic Pen
01-13-2003, 02:29 PM
NIccceeee !! :eek:
Dave Black
01-13-2003, 02:52 PM
Well, why not raytrace him a bit after he exits the water. Higher specular, etc.
I think the water simulation is fine, exept for the points already made.
He needs a bit of patchy gloss where the water is stuck to him. IMHO I think it would help.
Still an amazing animation.
-3DZ
:D
Dangeruss
01-13-2003, 03:23 PM
I think a specular map with water drips and rivlets running down the bot would solve the problems of him looking so 'dry' so soon.
The best part for me is the camera movement. The shake and fast pan blur, makes it look very hand held and quite real.
Renzsu
01-13-2003, 04:28 PM
Very nice, I liked the model when I saw it in the arnold rendering quite some time ago.
About Arnold, any updates of what is going on with it? Isn't it now called Messiah?
ThirdEye
01-13-2003, 04:37 PM
Arnold was only a small part of messiah:render ;)
jesped
01-13-2003, 04:59 PM
Originally posted by Dangeruss
I think a specular map with water drips and rivlets running down the bot would solve the problems of him looking so 'dry' so soon.
The best part for me is the camera movement. The shake and fast pan blur, makes it look very hand held and quite real.
The problem is How to make an animated mask map between the "dry material" and the "wet material" that matches the real contact between the water mesh and the robot surface?
Dave Black
01-13-2003, 05:22 PM
Any way to do that in post? Perhaps rendering to fields and using an animated mask in combustion?
Personally, I know how difficult and labor intensive it is to get fluid dynamics done properly. That render must have taken quite awhile.
As I said before, perhaps just a higher level specular map could cheat the effect. Maybe snapshoting the mesh of the water at a certain frame and just leaving it static and clinging to the robot.
I personally would'nt worry about trying to get the water droplets to leave behind a wet area, as it's fine the way it is. I mean, I think the effect you have now get's the point across. It's a really big, heavy robot coming out of water.
Just my opinion.
Looking killer, man.
-3DZ
:D
dutch
01-13-2003, 05:46 PM
its hard 2 tell how big he actually is.
when hes coming out of the water he looks about human size cause of the way the water breaks. but then toward the end its like hes the size of a building brcause of the camera angle and the camera shake.
HieSpike
01-13-2003, 06:21 PM
Looks very cool...nice cinematics.
However, he does look like he's coming out of jello instead of water. The chunks are just to solid and bouncy.
If this is a water simulator.....it should simulate water..no?
Maybe it's just a small setting difference....but it needs to be done.
Also about water dripping off. Have you guys seen the trailer for rustboy?...the Intro has some great water (more like rain) dripping off the windows.
peace and keep it wet,
Kane
Good Guy
01-13-2003, 06:28 PM
wow i love it! :buttrock:
'specially the way the camera shakes as he walks past, the only crit i would give would be the water when he first appears... something doesnt look right but i dunno........:shrug:
Projectkmo
01-13-2003, 09:33 PM
well, dont hold me too it.. But I have heard of a Maya tutorial that deals with making a wine glass and then setting up Condensation on the glass.... if you could find it... it might help to point to a good place to start...
Dave Black
01-13-2003, 09:38 PM
As far as the rust boy comment, if memory serves me, that effect was done with carefully painted/animated map...And don't forget, it was only on a plane.
-3DZ
:D
lildragon
01-13-2003, 10:05 PM
I really loved the animation, and the simulation was very well done indeed, but someone mentioned a jello like appearance, which is kinda true, but nonetheless, it's brilliant... waiting for more
You have received the CGtalk choice award . Please feel free to display this image anywhere you like! Awesome stuff can't wait to see more
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salud
Artifex
01-14-2003, 04:44 AM
Real nice work, nice lighting and the water waves are really nice.
My only crit is the water on his chest is a tad jellowish...
Still... a nice piece!
Ravennome
01-14-2003, 02:28 PM
you know what might work. Rendering a second pass of the robot with wet material applied and then do some creative animated masking. Its a hack but it shoud work.
Good luck.
jesped
01-14-2003, 03:09 PM
Originally posted by zainlars
you know what might work. Rendering a second pass of the robot with wet material applied and then do some creative animated masking. Its a hack but it shoud work.
Good luck.
Post is not my strong point, but I wanna try it. Any ideas/procedures/tuts/advices on how to do that in combustion. I'm not very used to animated masks in Combustion :rolleyes:
bilbo3d
01-14-2003, 04:15 PM
Wow, this is great. I've been stuck in fluid dynamics hell for the past month and truly appreciate this work!
Before the bot surfaces, it might help to depress the water that it's about to break through. Time it just before the (underwater) push off. If you haven't already, fill your tub with water and simulate the action with your palm. I think it will really "sell" the shot - and take care of the "weirdness" that Good Guy is referring to...
As to all of this specular shader business, be sure you're dealing with the droplets themselves. There shouldn't be a wet version of the bot, because it doesn't have a porous skin. Right?
But what do I know... :applause: :applause: :applause:
Hiya,
Great work indeed! The water-problem was disturbing me as well, how would I do, and I came up with this. It's only 20 min, so don't judge too harsh... ;) Of course it can be tweaked a lot. Made in pure max...
Okay, it is not physically correct, but motion blur can (will) hide it, anyway. What do you think?
-xyth
jesped
01-14-2003, 07:12 PM
Originally posted by xyth
Hiya,
Great work indeed! The water-problem was disturbing me as well, how would I do, and I came up with this. It's only 20 min, so don't judge too harsh... ;) Of course it can be tweaked a lot. Made in pure max...
Okay, it is not physically correct, but motion blur can (will) hide it, anyway. What do you think?
-xyth
Looks pretty good to me. How was it done? procedurals or animated mask?
jesped
01-14-2003, 07:21 PM
Originally posted by bilbo3d
Wow, this is great. I've been stuck in fluid dynamics hell for the past month and truly appreciate this work!
Before the bot surfaces, it might help to depress the water that it's about to break through. Time it just before the (underwater) push off. If you haven't already, fill your tub with water and simulate the action with your palm. I think it will really "sell" the shot - and take care of the "weirdness" that Good Guy is referring to...
As to all of this specular shader business, be sure you're dealing with the droplets themselves. There shouldn't be a wet version of the bot, because it doesn't have a porous skin. Right?
But what do I know... :applause: :applause: :applause:
Thanks for comments. Maybe the the robot material looks too dry because of excesive glossiness in the reflections.
Macapaka
01-15-2003, 12:21 AM
:)
Originally posted by jesped
Looks pretty good to me. How was it done? procedurals or animated mask?
First of all, sorry, but I couldn't upload the movie anywhere.
I have the max file, free to go, and already tweaked a bit (5 minutes plus ;) ).
I send you if it's needed with the testmovies, but what I wan't to ask in this case to please put out where the others can reach, if it isn't a big problem. At least if they're interested... :D
Anyway, the technique is pretty simple, but I think the scene can show every detail. (If somebody requests it, I can make a short tutorial.)
It is a procedural texture which needs uwmaps. It is about a noisy gradient ramp mask and a turbulence noise map mixed together and used at bump, specularity level and reflection.
-xyth
jesped
01-15-2003, 11:30 AM
Originally posted by xyth
First of all, sorry, but I couldn't upload the movie anywhere.
I have the max file, free to go, and already tweaked a bit (5 minutes plus ;) ).
I send you if it's needed with the testmovies, but what I wan't to ask in this case to please put out where the others can reach, if it isn't a big problem. At least if they're interested... :D
Anyway, the technique is pretty simple, but I think the scene can show every detail. (If somebody requests it, I can make a short tutorial.)
It is a procedural texture which needs uwmaps. It is about a noisy gradient ramp mask and a turbulence noise map mixed together and used at bump, specularity level and reflection.
-xyth
Send it to me (jesus@nextlimit.com) and I'll upload to our web site.
jesped
01-15-2003, 08:16 PM
Here's the waterslip by Xyth (3dsmax file and movies)
http://www.geocities.com/jesped.geo/Waterslip.zip
Equinoxx
01-15-2003, 08:45 PM
thx a lot man . . . that looks really great . . . :beer:
Thanks Jesped! Can't wait to see the new version!
-xyth
godfish
01-25-2003, 10:14 PM
Thats really,really good! Love the way the robot moves and the water parts as it surfaces! Great!
Araval
01-26-2003, 08:52 AM
Wow man... Its very impressive short cutscene:applause:
Camera is incredible dynamic... so animation is more powerful!
Whole animation looks very realistic... everything looks like a real world...
RESPECT!!
zaki7
01-27-2003, 03:22 PM
i love this animation.
Maya4fun
02-18-2003, 03:07 PM
Great stuff man, but, i have one question about character.
Do U work with : Doug Chiang for the movie "Robota"?
Because the characters resembles each other much.
congratulations again.
jesped
02-18-2003, 03:24 PM
No, I don't work with Doug Chiang, I simply liked his design and did it. I showed it to him and he liked it very much.
BTW I'm doing a new version with foam and wet texture, I expect to show it here very soon, but vray is driving me mad with the rendering part (I don't want to blame the software, it's really the BEST renderer out there for max in my opinion, but this scene is getting too much complex)
hometime
08-29-2003, 12:06 PM
Nice water interaction!
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