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Old 07 July 2004   #16
In all my original files fo sbd test, I was using layered objects.

Fred took my file and separate them (his recommendation) and in truth, the sbd seem take better at analyzing the objects for collision as separate files than as a layer for some reason.
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Maya | Lightwave | Messiah
www.flarenova.com
 
Old 08 August 2004   #17
Lightbulb

for shortcuts-junkies......
got to key commader and add a new commands:

SetCurrentMode("File",0) --> for file-tab
SetCurrentMode("Play",0) --> for play-tab
SetCurrentMode("Customize",0) --> for customize-tab
SetCurrentMode("Render",0) --> for Render-tab


............for faster navigation.........
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http://www.heribertraab.com/
 
Old 11 November 2004   #18
Cool Basic Shader/Displacement Insight

Since the info is spread over several forums, I want to make this into a central linklist for the "Neckling" threads from Taron:

Initial post with lots of info about Displacement/ZBrush2 and a quicktime animation:
http://206.145.80.239/zbc/showthread.php?t=022061

Gallery post here on CGtalk:
http://www.cgtalk.com/showthread.php?threadid=187263

messiah:studio technique post in this forum with basic shader/skin explanations:
http://www.cgtalk.com/showthread.php?t=187770

And finally the last in the row - morphing displacement, Neckling changing:
http://www.cgtalk.com/showthread.php?t=190944

Be sure to go through the follow up Q&As too, there is a wealth of information to be found in there, both for ZBrush2 and messiah:studio.

And the coolest thing of all: You can download Tarons scene now from the messiah hompages download section, in the messiah:studio 2.1 patch area:
http://www.projectmessiah.com/

Cheers!
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ScreenDream | Thomas Helzle

Last edited by ThomasHelzle : 12 December 2004 at 03:05 PM.
 
Old 11 November 2004   #19
Active Edit

Advance tip: never post advanced tips late at night
Javier.

Last edited by jbecana : 11 November 2004 at 06:16 AM.
 
Old 12 December 2004   #20
I think it is important to point out that the subdivisions (MetaNurbs) in messiah are counted very differently than in ZBrush:
messiah:studio subdivides a polygon in each direction as often as you set the subdivisions in a linear fashion. A setting of 8 makes one polygon into 8x8 polys (if it is a 4-point-poly). At the same time the polys are triangulated what doubles the polycount once more.

ZBrush does something instead that is more like an "iterative" approach. For each subdiv level, each 4-point-polygon is divided into 4 polys. So a setting of 8 would be rather crazy: one polygon would be divided into 256x256 subpolys!

Keep this in mind if you work in messiah. A setting of 30 isn't completely crazy, 10 or 20 may be needed for high detail work. But keep an eye on memory consumption - such high settings need lots of memory.

And you don't need the highest setting either - bump mapping is very good in messiah so for the finest detail you can resort to that.

Cheers,
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ScreenDream | Thomas Helzle
 
Old 08 August 2005   #21
Originally Posted by Julez4001: 1. You must add some thickness to your CLOTH model for pressure. Not necessary for SBD effects but for collision - yes!.


what does this refer to? your example didnt have any thickness to the skirt, it was just a single poly thickness. Im having a hell of a time with dynamic collisions, this is unacceptable really.
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Old 08 August 2005   #22
The dress is only one poly thick but its not paper thin.
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Old 08 August 2005   #23
i still dont understand, is there a "not paper thin" check box im missing somewhere?
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Old 08 August 2005   #24
Stooch

The dress is a cylinder with one smoothshift thickness or 1 poly extruding inward.
without it, it would be "paperthin": Polys with no extrusion on the z axis.
So yes the dress does have thickness to it.
The thickness is the space between the two opposing faces.
Open the model in a modeling app to see.

Please read the manual on the softbody toolset if my example is not doing it for you.
better yet gotoPMG site and check out Joe's softbody tut.
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Old 08 August 2005   #25
ok thanks, that cleared things up. I think it was a terminology issue, instead of saying "paper thin" its better to say that the dress is extruded solid instead of being single polygon thickness. You can still have "paper thin" thickness with an extruded solid volume, thats what was confusing me.

oh and i watched joes tutorial 10 times allready, nowhere does it mention anything about solid cloth, in fact the tutorial on the pmg website is what made me use single polygon thickness....

edit, update.

i tried giving thickness and playing around with my model. the verdict is, softbody in messiah is useless for collision. its just not worth the hassle. So far my experience with messiah is raising serious doubts that our company will ever adopt this program full-scale. it just has too many bugs and not enough documentation. Sucks, but what can you do....probably the best layout and workflow i have ever used is being crippled with serious issues and a dubious update cycle. :(

I am eagerly awaiting the new update, definitelly holding my breath as far as SBD and documentation is concerned.
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From Russia, with love @ stooch.tv

Last edited by stooch : 08 August 2005 at 02:53 AM.
 
Old 04 April 2006   #26
I don't know about you, but wasn't it always a pain to use RenderGroups? Dragging all objects to a group to render it with one specific material (let's say specular only)? And then dragging it back again to get another render with different settings?

Well, now you can have that all way more easy. I just found out (thanks to an innocent comment of Thomas) that you are able to stack RenderGroups.

Just take a look at the image, that should explain everything. If not just ask (yes, I know I am lazy ).



Some people don't seem to understand the above graphic at first sight. My bad. PaulNewman made another picture which hopefully helps explaining the use of RenderGroups.
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Babylon Dreams

Last edited by AlexK : 08 August 2006 at 10:44 AM.
 
Old 04 April 2006   #27
Alex! Dude! This is very cool!
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drip.de
 
Old 08 August 2006   #28
Linking nodes from different materials

Ever wondered if it is possible to link, say, two MultiNoise nodes together, that are not in the same material?

Well, it is actually quite easy.

Select the node, that is your controlling node (your parent and in this case MultiNoise_2) and then ALT-click in front of your child node (MultiNoise_1) - click there, where in the image the "1" is shown in front of MultiNoise_1. You should see two "1"'s appearing. Done! Now whenever you change the parent (the node with the big number on the left), the child (the one with the smaller number on the right) changes accordingly.

Be aware that the GUI of the slave will not show the values of the master, but it will render correctly.



Edit: Of course, I completely forgot to give credit. Thanks goes to ThomasHelzle for remembering that is was discovered on the Beta list ages ago.
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Babylon Dreams

Last edited by AlexK : 08 August 2006 at 08:06 PM. Reason: Forgot to give credit
 
Old 08 August 2006   #29
You don't really have to alt-click. Left clicking does the job!

Originally Posted by AlexK: Ever wondered if it is possible to link, say, two MultiNoise nodes together, that are not in the same material?

Well, it is actually quite easy.

Select the node, that is your controlling node (your parent and in this case MultiNoise_2) and then ALT-click in front of your child node (MultiNoise_1) - click there, where in the image the "1" is shown in front of MultiNoise_1. You should see two "1"'s appearing. Done! Now whenever you change the parent (the node with the big number on the left), the child (the one with the smaller number on the right) changes accordingly.

Be aware that the GUI of the slave will not show the values of the master, but it will render correctly.



Edit: Of course, I completely forgot to give credit. Thanks goes to ThomasHelzle for remembering that is was discovered on the Beta list ages ago.
 
Old 09 September 2006   #30
A video demonstrating how to create a simple head rig. Video by Taron.
http://forums.cgsociety.org/showthread.php?t=341005
 
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