Crowd Sim

Ok so Dan wanted a small crowd simulation of the platehead characters running away. As we dont have access to Massive or any other big crowd sim programme i had to try create it manually using instancers and offset run cycles.

This is what i have so far, as yu can see I just offset one run cycle 6 different times.

I then added it to my particles and this is what it looks like.

I dont know why its square (it should be 1080)



Polariod Explosion: Part 2

I worked into the polariod explosion scene and added some tweaks to make it look better. (Although its still not finished)

The first thing i wanted to do was to make the particles pop from the bike more, rather than exploding. Intially i was just using the emmision speed to control this but i found that it wasnt enough to produce the effect i wanted. To overcome this I added a radial field and animated the magnitude. This allowed me to keep the particles closer together and so they didnt travel to far.

I need to increase the number of polaroids so they match the amount on the bike. I also added a vortex field which gave a nice twirling motion as they fall.

As you can see the particles are not rotating as they fall so this is then next thing I need to address. I tried adding some expressions but only someof the particles seem to rotate


So my task for today is to finish the dynamics for this shot.


Polariod Explosion

Today I have been working on a bike exploding into polariod photos for the Eighteen Ninety film.

My first task was to create the particles exploding from the bike, I then added nCloth geometry in the shape of a polariod picture to each particle.

I then created a new vector attribute for the rotation of the particles so they wouldnt all fce the same way. In this attribute I created an expression to give the random rotations.

nParticleShape2.rotPP = rand (0,360);

Now i needed them to explode better and to hit the floor correctly.

I then added a new particle system to emit and stick to the bike, this way I could make a bike shape out of polaroids.

Now i need to add some rotation and turbulance to make them float more realistically.

I also need to find a way to texture each particle individually, as Insa wants a different picture on each polariod. I think that this is going to be one of the hardest tasks on this shot as i need to find a way to create an expresion that will assign each particle geometry with a random texture referenced from a file full of different polaroid images.

I will update shortly with my progress.



Stereoscopic Conversion.

This year i will be focusing alot of my time on stereoscopics. My first task was to tackel the dreaded stereoscopic conversion.

I started using just a still image as this would allow me to produce a workflow for 2D to 3D conversion. The idea behind converting 2d to 3d is to create a displacment mesh in which the image would be projected ,once the image has been projected it can then be rerendered using a stereoscopic rig.

Here is what i have so far.

I started off with a still image, which I imported into Moccha. Once the image was in Moccha I then had to begin rotoscoping the seperate elememts of the photo starting from the back working towards the front.

Once I had the rotoscope shapes i then bought these into Nuke, I plugged in a displacment card using the rotoshapes as an input.

 Once I had the shapes in and plugged into my displacment card i started assigning greyscale to the shapes as this would control the depth that the card is displaced at.



My next task is to start creating more detailed luminance maps to control the depth better.


As we are filming in a dirty skate park Insa wanted some weird dust effect for the enviroment so I have made a start on that. This is what i have so far.


Breaking Text: Part 2

So we had a meeting this morning to discuss what Insa wants us to create for the project, we discussed the interactive text and she said that she would like someone to ride through the middle of the text.

I started off by creating the text and breaking it into fragments, my initial idea was to have a pivot based impact.

After I completed a few tests I found that i wasnt getting the disired effect, I wanted the impact to leave a hole in the letters and a few fragments to crumble away after impact. To achieve this i needed a finer more even fracture.

Ive got the fragment size but obviously I dont want it to all crumble so that was the first thing to sort out.

Ok so this is better, it leaves the hole as I desired but it seems abit feeble for an impact of that size. I tried to create a harder impact but it was a bit to strong.

I turned the impact down, now my task is to cry tweak it to make parts of the fragments crumble after the impact.

Insa mentioned that she might want the letters to crumble down after the impact so i did a quick test of that, however i dont think it looks very good.

And another one, which is a bit better.

Once I had it looking how I wanted it…

I rendered it out so I could get a better look.



Breaking Text.

For part of Eighteen Ninety Insa wanted an intro where the rider would be interacting with text composited in live action. Somewhat similar to the zombieland intro.

Rather than just displacing the letters I thought it would be nice to try some different effects. One idea I had was, if the rider was to perform a tailwhip and the back end of her bike would smash a hole in the text leaving a bike imprint.

Im having trouble keeping the letters to stay together while the bike smashes through but i am going to keep working on it.

This is a sequence of tests to show the progress I have made with it, however it is far from finished and i am going to keep at it today.

As you can see i have set up a scene with a hitting object and some text (I know it says 1980 instead of 1890 but it doesnt matter.)

As you can see the first problem i had was that the letters were just falling apart, to solve this i just animated the gravity to start after the initial impact. However i still had the problem of the letters falling once the gravity started. To get around this i created a fracture group and set it so the ridgid bodies would remain active until they were hit at which point the would become passive and interact.

Here you can see that i have managed to get some of the letter to stay in place.

As you can see now its coming along nicely but still needs alot of work.

Time Lapse Clouds.

I have been working on a little test to see if i could achieve a time lapse effect for clouds on the project Fenitle. The original idea was to use live action footage and composite in however as this is an alien world i thought it would be nice to have full control over how they look.

To create the clouds I used Maya fluids. It took a bit of tweaking to get them to look like clouds but wasnt too much effort.



Once i had the clouds looking correct i then added an expression to animate the texture, giving a time lapse effect. This is my first test it still needs some adjustments to make it look more like a time lapse but it does seem to be working nicely.

Light Simulation

Here is the rendered test simulation that i was working on, there are a few problems with it,. The main problem is as the floor cracks way the pieces fall down to create a gap, this causes the debris to fall in front of the light shining upwards giving the light a moving effect which isnt what i wanted. I am going to try to add some geometry to catch the debris and pull them away from the light so that there is a constant stream coming out of the cracks.

Light progress.

So in my last post the method of lighting i was using wasn’t very efficient, in fact with the four lights in the scene increased my render time to over ten minutes, so i had to find a new way to do the lights. I found some instructions on Pete’s blog showing how to render fog light with mental ray at a fraction of the render time so i decided to give that a go.

This is the result of my first test, as you can see the light looks less realistic than before, giving it a toon shaded effect. Although this isn’t what i was aiming for it still looks pretty cool.

No matter what i changed to the attributes, nothing i did seemed to get rid of this toon shaded effect it has given me. So i decided to delete this and start over see if i could get something more realistic.

Im not quite sure what happened here…

After a few tests i managed to get it looking more how i wanted it.

This is streaming out the hole correctly but it still looks weird, like a pattern rather than light beams.

This is more like it.

I am currently rendering out this simulation so i can see what it is like in action, i will upload it as soon as its finished.