João Machete

General

Alembic the future CG interchange format

by on Aug.05, 2010, under General

I believe this will be a big revolution inside the industry, is suppose to be an CG interchange format focused on storing and sharing animation and VFX scenes across multiple software applications.

Due the fact is an open source project I will give all my effort to help this project going through

http://www.alembic.io

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Fluid cloud Particles

by on Aug.03, 2010, under General

In this test each particle contain a fluid cloud assigned, with this technique we can experience a complete different way in how we can increase the realism of the smoke, comparison with the normal and simple particle cloud. Without raytracing each frame took me around 30sec rendering, turn on the raytracing the time increase to 9h each frame…the movie below is with raytracing on..

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Particles Driven Fluids

by on Aug.03, 2010, under General

Now with maya2011 becomes more simple drawing fluids via particles emittion….with this technique the quality of the simulation can improve dramatically due the fact each particle will be draw inside each voxel producing more random values, colors and diferent forms of flow….

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GPU Re-lighting by Indirect Framebuffer

by on Jun.26, 2010, under General

http://people.csail.mit.edu/jrk/lightspeed/

The idea is to decouple shading samples from final pixels and interactively lighting the scene.

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Fluids Simulation

by on Apr.16, 2010, under General

After a while playing with realflow, I get this fluid animation.

I used the same realflow mesh to emit foam particles from it. In this scene I have used a different particle solver which Im accustomed, with the help of Bullet Dynamics I was able to create some interesting effects, is not so fast like nucleus solver but is quite similar.


jet

To render this scene will be a bit problematic, the huge amount of polys is not easy task, to solve this issue I will try to build some script to reduce the number of polys based in the camera distance and motion blur.

The animation of the jet is just a simple motion path, can be improved I know.

I hope to post here the final render soon.


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Breaking Cloth Maya

by on Mar.22, 2010, under General

The goal was try to use a particle emitter to interact with some soft bodies and rigid bodies, in this case a piece of cloth and a wall of concrete.

I always was curious in how we can break cloth.  To achieve this I focus in crack in several pieces all the cloth object, then with the help of some constraints I glued all the pieces again. Each particle has a certain mass and strength, when they collide with the soft bodies the constraints will break.

The hole in the wall was achieve  through a simple particle event which will died when collide with some object and create another particle without any speed in that position, you get the idea.

Bump the resolution of the cloth consumes lots of ram, this is the main reason why I didn’t push further the details of the geometry “cloth”, you may want push resolution much as you can.




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Explosion

by on Mar.10, 2010, under General

This is a simple explosion. Only particle system and some lines of code. The ball has been scatter in several pieces and then instance all pieces to the initial particles.

A incandescence as been added through a ramp shader.

Inside of the particleCoudShader I put the Diffuse Coefficient to 0, and even with this option turned off, the render took me about 15min each frame with mental ray.

With the Diffuse Coefficient put to 1, translucence coeff to 0.15 and Surface shading shadow turned on the render took about 4h each frame, but the result can be very realistic, but is not a efficient way to do the render.


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