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	<title>João Machete &#187; procedural</title>
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	<link>http://www.jmstudio.org</link>
	<description>Software Developer and VFX Artist</description>
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		<title>Voronoi Procedural Fracturing</title>
		<link>http://www.jmstudio.org/archives/314</link>
		<comments>http://www.jmstudio.org/archives/314#comments</comments>
		<pubDate>Tue, 03 Aug 2010 13:37:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Research and Development]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[Voronoi]]></category>

		<guid isPermaLink="false">http://www.jmstudio.org/?p=314</guid>
		<description><![CDATA[I found the &#8220;Qhull&#8221; 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:]]></description>
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		<title>Modeling via keyframes</title>
		<link>http://www.jmstudio.org/archives/306</link>
		<comments>http://www.jmstudio.org/archives/306#comments</comments>
		<pubDate>Sun, 01 Aug 2010 19:37:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Research and Development]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[python]]></category>

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		<description><![CDATA[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&#8230;.very simple I know, but then you can play with dynamic objects, and bake the dynamics [...]]]></description>
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		<title>Breaking Cloth Maya</title>
		<link>http://www.jmstudio.org/archives/209</link>
		<comments>http://www.jmstudio.org/archives/209#comments</comments>
		<pubDate>Mon, 22 Mar 2010 21:15:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[procedural]]></category>

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		<description><![CDATA[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 [...]]]></description>
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		<title>Procedural Rain System</title>
		<link>http://www.jmstudio.org/archives/186</link>
		<comments>http://www.jmstudio.org/archives/186#comments</comments>
		<pubDate>Tue, 09 Mar 2010 14:19:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Research and Development]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[nparticles]]></category>
		<category><![CDATA[procedural]]></category>

		<guid isPermaLink="false">http://www.jmstudio.org/?p=186</guid>
		<description><![CDATA[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 &#8220;Particle Collision Event Editor&#8221; the particles will [...]]]></description>
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		<title>Full Procedural Underwhater Scene</title>
		<link>http://www.jmstudio.org/archives/169</link>
		<comments>http://www.jmstudio.org/archives/169#comments</comments>
		<pubDate>Mon, 08 Mar 2010 23:44:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Research and Development]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[nparticles]]></category>
		<category><![CDATA[procedural]]></category>

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		<description><![CDATA[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 [...]]]></description>
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