Tag: maya
Tornado Maker
by admin on Oct.10, 2010, under Research and Development
This is just a simple Gui, aims to simplifying and automate the process of doing minimalistic tornados, basically this will change directly the variables of the algorithm to help the artist having a better control during the construction of the tornado.
Breaking Cloth Maya
by admin 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.
Explosion
by admin 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.
Procedural Rain System
by admin on Mar.09, 2010, under Research and Development
The nucleus solver is tool that can handle pouring liquids results. To these example I tried to recreate a rain system, with some tweaks and tests I found easy way to attract the particles to some object.
A plane has been setup to emit particles, with a simple “Particle Collision Event Editor” the particles will die when they collide with the sphere “lifespanPP =0″, that event will emitte 1 particle system without any spread and speed setup to 0.3. That second particle will create another event witch will split 60 particles width spread set to 0 and speed set to 1….remember in the collision properties setup the stickiness to zero..
Real water would tend to adhere to the objects a bit and the droplets must follow the first one and roll down. To accomplish this I used the “Force Field” attribute on the sphere to create an attractive force for particles. On the nRigid shape for the sphere I have set the following:
Field Magnitude = -4.0
Field Distance = 0.13
Full Procedural Underwhater Scene
by admin on Mar.09, 2010, under Research and Development
In this scene I tried to recreate a underwater ambient 100% procedural, all done in maya. I used nParticles with the new solver Nucleus for the school of fish and for the plants. Each fish contain forces and field to push and pull other fishs and plants close to them.
To create the rocks I had bump and displacement a simple poly square with a noise shader.
The ocean is a nurbs plane converted in softbody with some turbulence on it.
Here is the preview, I will try to render all the scene soon. ![]()