I wanted to create some audion meters to fit inside the cube for the Hexmap projection, to achieve this I created a little particle rig to control how many bars there were and what colour they would be. I started off creating 11 particles that would be vertically aligned and spaced 1 apart each. I then created 4 cubes the same size and coloured them , transparent, green, yellow, and red. Next I had to use these cubes as instancers for the particles. Once i had assigned them each colour had a different number.
From here i made a locator and created a script that would determine the colour blocks and how many blocks there would be depending on the position of the locator.
float $meterY=|meter1.translateY; vector $partPos= ParticleShape1.position; if ($partPos.y > $meterY) ParticleShape1.instanceMe=0; else if ((ParticleShape1.particleId >= 0) && (ParticleShape1.particleId <= 5)) ParticleShape1.instanceMe=1; else if ((ParticleShape1.particleId >= 6) && (ParticleShape1.particleId <= 8)) ParticleShape1.instanceMe=2; else if (ParticleShape1.particleId >= 9) ParticleShape1.instanceMe=3;
This is the result.
I then repeted the process to get more meters which can all be animated.
So i am also working on a project called a stream of conciousness, this is less of a narrative project but more an experimental one, this is to be produced in stereoscopic 3-d.
I will be working along side liam to produce the stereoscopic effect, which at first we were going to perform a stereo conversion using nuke, but we came up of a much quicker idea , by using alpha mat textures in maya we can just layer up the images and render directly in 3d.
Here is a test of the 3d which needs to be watched in interlaced.
While i was waiting for work on kernal I wanted to try something with the images for this project, to try give it more of an experimental tone to it. I had the idea of running fluids from the textures Alberto gave me.
These are in there early stages but they are strating to look cool.
I started just using the static image and plugged the texture into the density map, im using 2d containers, this is just down to render time.
(note they are a bit hard to see in the video, for some reason they have come out alot darker than the original rendered images)
You can see it a bit better in the last video.
I then tried to use the animated sequences i had and ran the sim from them, however these image sequences are really jerky and only play 4 frames a second. I am going to make my own image sequence today to run a sim off this way I can see how I need to control the fluids to give the best effect, I want it to look like its animated in the fluid with the fluids ghosting and rolling off. I think this will look awesome in stereo.
I think that this method will work well as each layer can be cashed and stored, we can then just run these as texture sequences and render from planes.
So olly let me know that he wanted a cloud that contains knowledge for his project kernal, initially I wasnt going to do this, but i stumbled across the emfx clouds script, so I had a quick play with it.
Here are the results.
Whilst waiting for the storyboard and animatic to reach its final stage, so we can sort out the dynamics, I tried to run some animated lights using a ramp texture as this will reduce render time of lights that need to glow ect, and also just for the experience.
To create this i created an object that i wanted my light to circle, and although this is done with very basic geometry it can be done with more complex shapes. I then seperated the faces of the front of the object I wanted to light up. Once i had the faces i then assigned a surface shader to it plugging in a ramp texture into the out colour, from here I added some animation on the texture and plugged the outcolour of the ramp into the glow.
Here are the results.
The Light on its own.
And it going around an object.
As you can see it works nicely, but I dont know if anything like this will be needed as of yet.
Recently I have been working on multiple projects, mainly working on the dynamics aspect of the shots.
On of the projects I am working on is a project called hexmap. Hexmap is a projection mapping project designed by Jackson Tayler which used a 3d cube to project on. Using a cube rather than a flat screen it is able to give a stereo effect with out the need for glasses.
I started off with some simple ideas so i could get a feel of how to work within the space. My first test was just an engarging frame of a cube, starting from the middle, I animated to 100bpm as these are going to be used for vjing.
I then made it a bit brighter so it would stand out better.
I decided to make a couple more loops just to test out on the projection.
I made a quick lazer show.
I also wanted to test out what could be done inside the cube so that I could experiment with different ways of bringing objects out, rather than using a frame around the cube I tried removing the front pannels so the object sits infront of the cube, or so it looks like that anyway. I added some shadow to try pop it out.
I have been away filming so havent had a chnce to project these but as soon as i do i will upload some videos of it.
So I have been working on scene for Ollys film Kernal, for this scene i was instructed to create a windy scene with lots of paper and bits flying around.
I have made a start on this but it is no where near finished. Once I had blocked out the buildinds to give me my coridoor of wind, I created some particle emitters which would act as the dirt, I then assigned fields ect to make them fly down the coridoor of buildings.
Once I had a dense look to the particles I needed to add in loads of paper.
I started this by creating some larger emmiters and animated them so they acted as cannons shooting out paper at desired times, I then ran a particle instancer running off an nCloth plane, ( I used nCloth so the paper had some dynamic movement as it was flying around.) I made a few of these emmitters for different pieces of paper.
I now needed loads of shreds flying around to bulk it up so I added in a surface emmiter with loads of nCloth shooting out of it.
Here is what i have so far, I am going to add loads more bits today to it.
In a pervious post you saw that i started a stereoscopic conversion from a flat 2D image. Well I decided to finish this process of but this time I decided to use the wow image Dan created for Fentil, this way it had some relevence and it would also be nice to show before the animatic.
This is the original Image that I started working on.
My first task was to rotoscope each section in order using mocca, as this image is alot more detailed than the previous image I was using I ended up with about 80 roto layers.
As you can see I left the sky as i want this flat and have something to judge the depth by.
Next I had to set up my nuke project for stereo, so first i made a stereo rig in nuke that could be controled from just one camera, I then bought across the roto paint layers I made in Mocca and pluged them into a displacement geo that would create a 3d projection onto a card.
I then edited the luminance colours and feathering to bring the different elements out how I wanted.
Now I could render in 3D, its worth a mention that my prefered viewing method is Nvidia 3D vision not anaglyph, in fact the anaglyph glasses I have at the moment are truely awefull.
Here is the anaglyph and interlaced versions.
The coloured boxes are from the PLE version of nuke im using.
PUT ON YOUR GLASSES
The interlaced version.
Ok just a quick update of some of the sims I have been doing.
First I finished off the polariod explosion I was working on, I managed to get the particles to rotate on collision with the floor by creating a particle collision event which would create a new particle on collision and the old one would die, this way I was able to remove the rotations I was having trouble with.
My next task was to create a watering can that would pour out paper shreds, coming into this \i could think of two ways to do this, either lots and lots of ncloth or using particle instancers. I decided to try the quickest way first, and as the paper doesnt really need to react with anything, i decided to use instancers. I used an nCloth to drive the instancer, however all the paticles are driven by this one nCloth so it looks abit similar at times. I also added random rotations per particle.
This is the driver.
and the particles flowing out of the watering can.
I am now going to test it using loads of nCloth, as i will need to use this technique to create another scene that is needed of some hands picking up shreds of paper as they slip through the fingers.
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)
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.
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.