morphing displacement "Neckling_Changing"


#1

Shortly after creating the Neckling and digesting the overwhelming feedback between CGtalk and ZBrushCentral I’ve decided to relax a little bit and play around with his displacement, making a totally new map during a chat with a friend of mine. About 45 minutes later we were both floored about what came out…it’s a revolution, whether this becomes transparent to everyone who sees it, or it simply confirms what some were thinking.

•Click on the image below to watch the quicktime movie•

A new generation of not only character creation, but also a new era of morphing…hahaha! Although this is the most simple of all beginnings it clearly shows the stunning potential. This shows the use of a single base geometry (still just 350 polygons) with one setup and one animation that can transform into an unlimited amount of characters, from similar features to nearly entirely different features not only with bones deformed, but even with underlying geometry morphs to the heart’s content. And all of this as simple as making alternative displacement maps. The productivity of this approach is unheard of and the possibilities are nightmarishly vast. But just the simplicity of how to achieve all of this by using ZBrush and messiah:Studio is what makes this as brilliant as it sounds.

After having doodled the new displacement map of the greenone, oh, and also painting the color map in ZBrush (I really really love doing this there, too, now…man!) I just went into messiah and exchanged the maps at first…(took about 20 sec including a few giggles of anticipation) I just hit render and forgot that I left it on a high resolution with GI…but hey…just out of curosity let it run for a minute…it was instantly as good as perfect. I didn’t like the same specularity, so I adjusted that and a little bit the translucency and ready it was.
•The Changed Neckling (quicktime)•

So then I figured, why not use the Shadernode called “WeightSpot” and alpha in the new maps over the old maps, animated the alphas real quick and that’s been it. Ready for remderomg and it altogether, including a tiny animation change (little jiggle when he begins transforming) took barely 2 hours! The render of the final morph animation as you see it up at the top took a bit less than 4 hours, including the render of the little background I made in ZBrush real quick and rendered in messiah as well.
[b]
•Here’s a little clip that shows the animated metaEffectors for the blending•

[/b]Here’s a look at the Shaderflow, featuring the WeightSpot node that makes this kind of animation so simple. It feeds it’s values into the opacity of the alternative textureMaps that then simply blend over top of the original textureMaps.

I will continue to build far more experiments and therefore examples of this kind to see just how far we can go with all of this. Considering that I really hardly scratched the surface of what this concept has in stock for us. In combination with the TextureDeform that continues to work underneath these wicked displacement changes the possibility to make believable transformations besides simply creating a new principle for building complex sets of preset characters with full setups will be without end. Who knows, maybe I will even create a library for messiah:Studio users! :smiley:

Again, if you feel like I have left out something you want to know, don’t hesitate to ask. I’ve also got a post on ZBrushCentral that goes just a bit more into the ZBrush involvement, which continues to be father to this new world, while we in my eyes turn out to be somewhat of a mother…impregnated by th…nope, I don’t go there!


#2

Damn you Taron, i forgot my English now, i have no words to say! Just when i think it can’t get any more amazing… :buttrock:


#3

Wow! Taron, that is stunning!

The messiah/zbrush combination is really amazing - I’ve been testing softbodies with flabby skin maps from zbrush and they work really well.
Now I wish I could run home and do more tests


#4

Did you stay up all night again, Taron?! :slight_smile:

This is really ground-breaking work here - thanks for sharing your progress. Very exciting stuff! If you don’t mind my asking, why are the ZB_Color_o and ZB_Color_c inactive as they’re being fed into the Basic Shader node? Also, would it be possible to see an expanded view of some of these collapsed nodes? :slight_smile:


#5

It sounds dramatic to speak of revolutionary techniques, but I have to agree with you. I think modeling will never be the same, when you can paint ribs and shoulders and have the mesh “slide” over them.

Just wish I had a clue as to how you are doing this!
Please keep the generous posts coming - I’m slowly starting to funz this!

D.


#6

Wow Taron! This is really great stuff :smiley:

Your texture deform idea is truly brilliant, I can’t wait to get me hands on the new version!! arghhhh... when when? :)

Do you have any plans to do a surface tension shader? It would be a fantastic partner to the muscle deform shader.

Like SkinDeep for LW:   http://www.tufflittleunit.com/skindeep.htm?MainCat=2&PID=8
Or this XSI shader: 
[http://www.claus-figuren.de/addons/tensionmap.html](http://www.claus-figuren.de/addons/tensionmap.html)

In addition to the tendon/muscle map you could also have a “Skin Tension Lines” map...

  Visualise what happens when an older person (more obvious) bends the neck in any direction, dozens of wrinkles appear depending on amount of compression or become less visible with strech

These wrinkles follow what are called “Tension Lines”, these are lines run perpendicular to skin’s major strech/compress direction which incidentally is also the ideal reference for Edge loops .

  So, imagine a map covered in wrinkles and these wrinkles automatically appear or disappear based on tension in the mesh.


Some reference for Tension Lines in the face: [http://www.uni-kiel.de/mkg/personal/Reinhardt/3_03.htm](http://www.uni-kiel.de/mkg/personal/Reinhardt/3_03.htm) 

  Btw, can you elaborate a bit on the updates to the basic shader? Plz :) ... I'm particularly curious about wether sss shadows from area lights are also scattered (in current version they were always razor sharp), and the possibilities with using radiosity sss.

Thanks 

SergO

#7

wow … wow


#8

OMG, Please yes, yes and yes :love:
You rock , Master Taron:bowdown:

OT: Taron, habt dich auch auf reasonstation.com entdeckt.
Hab mir deine Sachen mal angehört und muß sagen Du bist ja sowas von fies.
Extrem geile Kompositionen.
Soviel Talent gehört allerdings auf mehrere Personen verteilt :cry:;).
Machst Du da eigentlich noch was?


#9

AWESOME! I have to go buy zbrush and messiah now, excuse me…


#10

Ooooh Boy. That is just scary good.:eek:


#11

wow! :buttrock:
amazing again taron, truly amazing :scream:
thank you so much for sharing
regards
monsieurblack


#12

Haaaaggghh aaahhh ga wa ya… slurp Wow.


#13

This is just insane!! words…stuck…in…throat/finger :wink:


#14

Pretty impressive.
But can’t this same type of displacement be done with different renderers? (mental ray, perhaps?)


#15

GADZOOKS!!!
Absolutely mental Taron333


#16

this looks like what matrox was doing when they were demoing parhelia!
they also did realtime LOD models with it too.
still neat idea tho.


#17

truely amazing. The only pitfall I see which could easily be worked around is in the nose area. Instead of the nose pushing up to form into the new nose the nostrils simply cave back into the mesh in areas and pull back out higher up to form the new higher nostrils. Although very amazing at points in the animation has the feeling of two charcter blending between eachother instead of one character morphing into a new shape (if that makes since). Very very cool though


#18

I’ve admired your work since I first found your site in '97…

While this is very cool stuff, the overall tone and excessive use of superlatives make this post feel like an advertisement. (You still work for the developers of Messiah, right?)

:shrug:


#19

Wow, this is turning out to be a great experiment. I never really known much about Mesiah, I might look into it now. Looks like a Huge turning point in CG.


#20

That animation is really… creepy. Excellent technique though!! :eek:

It still boggles my mind that this is only 350 polys.