View Full Version : wireframe form
hello
How to create something like this http://features-temp.cgsociety.org/gallerycrits/185628/185628_1201432722_large.jpg in cinema ? its shader and modelling combination or how to get splines to form ?
any ideas ?
thank you
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AdamT
01-30-2008, 05:24 PM
Pretty cool image. My first thought would be to shoot particles inside the object with collision and use Tracer to produce splines from the particles paths -- then sweep the splines. You could use Hair splines for the more orderly strands.
caraffi
01-30-2008, 05:30 PM
DiTools comes to mind
AdamT
01-30-2008, 06:11 PM
Just for fun -- using TP/Tracer as outlined above:
http://www.3danvil.com/temp/longhorn.jpg
andrasn
01-30-2008, 06:18 PM
Wow, Adam, that was quick! :thumbsup:
Cheers,
Andras
Excellent Adam! Would it be possible to share an example file? I'm gonna give this a try myself first, but am not sure if I understand the exact procedure you describe.
Anyway, thanks for posting!
odo
AdamT
01-30-2008, 07:19 PM
Tx. :) Here's a sample scene: http://www.3danvil.com/temp/trace_TP.zip
Great! Thank you very much for sharing! :thumbsup:
odo
Cartesius
01-30-2008, 07:30 PM
Oooo, looking forward to dissecting this! Thanks Adam :thumbsup:
/Anders
dissecting too. But I don't understand why I cannot change the collision object into my own object. I change it in Userdata> Collision Object but the particles just fly through. I must be missing a setting somewhere?
odo
AdamT
01-30-2008, 08:33 PM
dissecting too. But I don't understand why I cannot change the collision object into my own object. I change it in Userdata> Collision Object but the particles just fly through. I must be missing a setting somewhere?
odo
You've got to reverse the normals of you object.
Yes! Very obvious indeed but also easy to forget. Thanks again Adam!
odo
Hello
Thank you very much adam. I play with it and its really nice and i wanna only know how i select second (m small) object as a second collision object ?
Thanks
mohammedbood
01-31-2008, 07:23 PM
Thanks Adam,
If possible, one member is doing a video explaining this lesson ...
Unfortunately .. My English language is not good :shrug: ...
mohammedbood
01-31-2008, 07:25 PM
Reiterates ...
LemonNado
01-31-2008, 07:41 PM
Spaghetti will never look the same!
Thanks Adam
Rainer
ernia
01-31-2008, 07:48 PM
Very nice, Adam!
Thanks,
ernia
AdamT
01-31-2008, 08:54 PM
Hello
Thank you very much adam. I play with it and its really nice and i wanna only know how i select second (m small) object as a second collision object ?
Thanks
You can create another Pdeflector node and reference your second object. Just connect it to a Ppass(all) node.
wesware
01-31-2008, 09:34 PM
Adam, thanks for sharing!
Kuroyume0161
01-31-2008, 11:38 PM
Spaghetti will never look the same!
Thanks Adam
Rainer
I was thinking that this would make a great way to make the All-Powerful and Mighty Flying Spaghetti Monster. Just remember the 3329.3rd commandment: Thou shalt not worship the image unless it contains pesto or red sauce.
And, Thanks, Adam!
dennishmiller
02-01-2008, 03:00 AM
Adam - where is the shape of the "object" defined. I see the sqaure and the Pshae node but Pshape gets its input from the Shape output of the Emitter and I don't see where the Square is actually defined.
Point wouldbe to try some different shapes (Otto, just for example) for the "extrusion" ad I'd love to know how to change the shape.
thanks much.
Dennis
You can create another Pdeflector node and reference your second object. Just connect it to a Ppass(all) node.
AdamT
02-01-2008, 04:16 AM
I used the TP Collision preset as a shortcut. You just click on the "TP Object Collision" object in the OM and all the properties appear in the AM under the user data tab. There's a "Collision Object" slot where you can drag in the object of your choice.
If you open up the Xpresso on that object you can add additional colliders. You just have to create extra PDeflector nodes (New Node>TP>Dynamics>PDeflector). Connect the existing P Pass node's output to the new PDefector's input. Then click on the deflector node and in the AM you'll see an "object" slot where you can drag Otto (or whatever). Set the deflector type to "Object".
Note: if you use a PDeflector node you don't actually have to reverse your object's normals -- you can instead choose "Collision Type" back (or "two side").
Looking forward to whatever craziness you come up with. :)
Sneaker
02-01-2008, 09:16 AM
what a great idea and easy to use setup.
many thanks,
-Michael
Rich-Art
02-01-2008, 12:09 PM
wow thanks for sharing Adam. A great and easy setup...
Peace,
Rich_Art, :thumbsup:
vid2k2
02-01-2008, 12:12 PM
Adam, thanks,
I'm happy to learn something new every day:)
gildattack
02-01-2008, 01:36 PM
really nice! tut would be great... though the file is really great already:)
vid2k2
02-01-2008, 04:29 PM
Here's a quick test using the v10 demo.
(yea, I know I need to upgrade)
gildattack
02-01-2008, 07:29 PM
it looks nice david, though some parts seem to be intersecting with each other, is there a way to avoid this?
vid2k2
02-01-2008, 10:02 PM
it looks nice david, though some parts seem to be intersecting with each other, is there a way to avoid this?
Thanks. I don't think there's collision detection using the sweep.
What's interesting is that each time you run the sweep, it turns out
different. Move the Emitter this way or that, and it's another image.
Same goes with adjusting any item in the various fields.
Hope tht helps.
As far as any tut, it's really simple. As I've explained to mohammedbood:
Just take the file that Adam posted.
Click the Object Collision ...... see the Cube in the field ?
OK, take your object, anything that has no holes,
(holes allow the TP to bounce out of the shape) and drag
the name into the field .... replacing the cube.
Make sure you position your object so that the Emitter
is inside your object.
From there, go to animation layout and press play.
You'll see that the frames are 500. You can make it longer.
chromecity
02-02-2008, 04:34 AM
Hi Adam,
Your methodology and example rendering are great. That's some nice out-of-the-box TP there (emphasis on the Thinking). :thumbsup:
vid2k2
02-02-2008, 10:24 PM
For those that need a little more help.
Thanks again to Adam for posting the file.
vid2k2
02-02-2008, 10:26 PM
That's it.
Navstar
02-03-2008, 12:16 AM
This is so cool! I notice when it's animated that the tracers only update once a second (at 30fps project settings) -- making for some choppy animation.
How can I get them to update on each frame for smooth animation?
ernia
02-03-2008, 12:33 AM
This is so cool! I notice when it's animated that the tracers only update once a second (at 30fps project settings) -- making for some choppy animation.
How can I get them to update on each frame for smooth animation?
Adjust the "Sample Step" setting in the Tracer parameters. Setting it to 1 mean that Tracer will update every frame of animation, thus a smooth animation.
This is so fun. Who knows, Adam? You may even get Meats Meier to switch to C4D with this little baby ;)
ernia
Other3DMaster
02-03-2008, 11:47 AM
Had totally forgotten about being able to do this style. I remember when JoelD posted his great example using Cidertank's LOCO and particle tracer...
http://forums.cgsociety.org/showthread.php?f=47&t=119711
Great stuff.
Triker
02-03-2008, 02:24 PM
Thanks Adam
This is so cool I have to find a way to use it on a project.
tonare
02-03-2008, 07:17 PM
Is there a way to make the particles start out going straight instead of going all directions?
Thanks Adam, this is good stuff. :)
mohammedbood
02-03-2008, 10:00 PM
Thanks for Adam,David & all Members ...
AdamT
02-04-2008, 04:22 AM
Is there a way to make the particles start out going straight instead of going all directions?
Sure, you just have to adjust the spread in the emitter object's properties.
tonare
02-04-2008, 04:46 PM
Sure, you just have to adjust the spread in the emitter object's properties.
Thanks man, that was a no brainer lol.
djblueprint
05-23-2008, 05:57 PM
Really great, thanks for you work!
soccerrprp
05-23-2008, 08:23 PM
Am I missing something? I pressed play and don't see any of the splines forming/formed?
Richard
EDIT: Working now...
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