Archive for August, 2010
Alembic the future CG interchange format
by admin 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
Fluid cloud Particles
by admin 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..
Particles Driven Fluids
by admin 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….
Voronoi Procedural Fracturing
by admin on Aug.03, 2010, under Research and Development
I found the “Qhull” a huge program to compute convex hulls, Voronoi diagrams and furthest-site Voronoi diagrams. the output can be used to create 3D models from the Voronoi cells.
You can see the results below:
Modeling via keyframes
by admin on Aug.01, 2010, under Research and Development
With this script you can generate a model based in key frames. Try to animate a simple cube and then run the script, this will bake all the animation and then create a simple boolean Union based in each mesh….very simple I know, but then you can play with dynamic objects, and bake the dynamics into keyframes and then create some kind of geometry based in forces…..Image you have a bunch of particles, then you instance some geometry to each particle, bake the simulation to key frames and run the script….This have some bugs but you have the idea…
import maya.mel as mel
def modelingAnimation(step, startFrame, endFrame):
selection = cm.ls(sl=True);
if (step < 1):
print 'the step argument must be at least higher than 1';
listObjects=list(); # empty list
for object in selection:
for n in range(startFrame,endFrame,step):
cm.currentTime(n,edit=True);
listObjects.append(cm.duplicate(object));
indexObject=0;
inc=0;
max=len(listObjects);
imageNum=1;
mel.eval('playButtonStart');
while inc<=listObjects:
nameBollean = ("bolleanOp"+str(imageNum));
cm.select(clear=True);
cm.select(listObjects[indexObject], add=False);
cm.select(listObjects[indexObject+1], add=True);
cm.polyBoolOp( listObjects[indexObject], listObjects[indexObject+1], op=1, n=nameBollean)
cm.delete(nameBollean, constructionHistory=True);
listObjects[indexObject:indexObject+2]=[nameBollean];
imageNum+=1;
inc+=1;