João Machete

Tag: procedural

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:

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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.cmds as cm
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;

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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.




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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:

Force Field = Single Sided
Field Magnitude = -4.0
Field Distance = 0.13


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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.  :)


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