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markeh

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Posts posted by markeh

  1. In the demonstration, was it 30 seconds to render just one frame? If so, you're not too far off. 15 seconds at 30 frames per second = 450 frames so 60 sec. x 60 min. x 5 hours / 450 frames = 40 seconds per frame. So based upon that, you're only 10 seconds per frame slower than the demonstration unless it wasn't just one frame in the demonstration.

  2. That isn't you, Mark?!

     

    You can sort of see me behind my belly.

     

     

    did you film yourself in front of a green screen or something?

     

    Yes, that's correct. Then create a layer in AM which will ask for the movie clip and add the layer to the AM environment. That's how you get AM objects behind and in front of the layer. AM even creates the outline shadow of the layer on the ground although you don't see it much here because this was rendered with AO with very little auxilary lighting.

  3. The animated bump idea, I think, looks pretty good. This was a test I did last year and was thinking along the lines of water streaming down a window. This was a turbulence bump where I changed the amplitude over time as well as the translate values of course. I would think it would work out well on both the window and the tin man (not splashes but streaming wetness) with the right translate speed.

    wet.mov

  4. I believe I've seen this very problem before and it happens when you apply the emitter to either a 3 point patch or 5 point patch or both. Try applying the emitter to a couple of known 4 point patches and see if it behaves. Make sure you take off the emitter from any and all 3 or 5 point patches to verify.

     

    Edit: Although I don't see it happening anymore in version 13, but it did happen in, I think, version 11.

    Here is the link to some one with the same problem a while back

    http://www.hash.com/forums/index.php?showtopic=20199&hl=

  5. If you're not able to find those files, you could test out these settings. This might specifically be good for an ice sculpture for example.

    Transparency 100%

    Index of refraction (IOR) 1.31

    specular size 25

    specular intesity 100

    density of 1 to 4 maybe

     

    If you're going for an ice cube that is a bit frosted on some parts, you may have to use a gradient or turbulence combiner - giving one node more density than the other.

    If you're going for a glacier you might play a little more with the density setting and give a bit of blue diffuse color and give it a bump material.

  6. How did you do the water falling off the top of the fountain, not the fish? is that particals, blobies or what?

     

    Chad

     

    johnl3d has a recent project using the same general concept.

    http://www.hash.com/forums/index.php?showtopic=23650

     

    As far as the surface properties of the water model, it is set to 100% transparent and relies purely on the beauty of the model refracted behind it. At some point you'll be able to download it and check out the specifics (once I'm able to upload it eh?). There are some sprites being used for bubbles. Blobbies are being used for splash droplets with blobbieness set to 0 so that render time won't be vicious as can be seen in the clip (rendered in shaded view). I could have used sprites for the splashing at the bottom but I felt bad for the lonliness of the blobbie. Otherwise, everything else is an animated material.

    bubbles.mov

  7. One small thing, regarding the speed ... it looks like the water moves at a constant speed, instead of accelerating as it falls.

    That is true. I don't know how to fix this. It's an animated procedural. If it looks bad I'll experiment (except I don't have any ideas at the moment). Otherwise (years later) I think I'm ready to read PF_Mark's beginners help thread to properly submit this little guy.

  8. Emilio's Wave Machine or my wave texture

    For this movie project I wanted to stay away from lots of keyframes like the wave machine would add although I know newton dynamics, where applied, will add plenty. I just don't want to add to the number of key frames in a chor that others would have to step around. Also, as I understand, the drip plugin creates a number of sequenced maps that I would like to stay away from as well (But the secret is Aaver should have been forced to do all the effects, especially water, as his work in that area is phenominal. Do I sound like a broken record yet?). I want to keep everything as compact as possible. Pixel displacement works well with a sequence of maps. But if I wanted to keep it compacted, and use a procedural materal for pixel displacement, rendering becomes very intense.

     

    However, knowing that that the official start of a scene is on frame 100 works out well.

  9. but have you tried setting the crop range of the action in the chor to start at something other than 0?

     

    Thanks for replying. I was hoping it would be as easy as that or actually changing the chor range for that action but after I type in a negative number and press enter, it defaults to 0. I'm hoping to make this as easy as possible for the master architects of the movie so this little bit of refraction can be snapped in with ease.

  10. I am wanting to know if an action can be started several frames before 0 in the choreography. Here is my setup. I have a water model (view the attachment) where a bone is assigned to each "ripple" spline. I have an on/off pose where each bone has a translate constraint to the next bone on out to the outer ring (bone1 no constraint. Bone2 translate constrained to bone1. Bone3 translate constrained to Bone2... etc.). Each constraint has a enforcement of 90% so the wave becomes smaller toward the outer ring. Each constraint also has a lag of x amount to cause the outward rippling. As you can see from the attachment, having a lag creates a problem when viewing this starting from frame 0 in the chor. Is there a different constraint that would work better for this or can the action be started before time 0 in the chor?

     

    Also, is Nancy's fountain suppose to have water? It looks beautiful as is. (The water has a ways to go with tweaking by the way).

    WaterStream1.mov

  11. You should animate a scene or two on TWO and see if you like it.

    Let me see if I can pull off a couple of effects first. I may not even be able to understand the Dot project thing (I'm getting there).

     

    happy birthday

    I had forgotten until my wife called me up an hour before your post. I think she's going to get me an ironing board. Thankyou.

     

    Do you come from a film background?

    I took an acting class in college. Does that count? It's mostly from observing films, different camera angles - wondering why a director might have a close up of boots walking accross the floor board etc. I've noticed, for example, in Lord of the Rings movies, they like to have extreme close up shots of the actors faces. So I queston why and I figure that they want to focus directly on facial expressions, which turns out to be stern on every shot by the way. I think I'm actually just a copycat mostly with no original thought. Even that animation piece mirrored a true event. I used to own that pizza place and I had to deal with that customer on a continual basis. At one point he came up behind me and put me in a headlock and said, "You know what you did". I have no idea what delusional thing I did in his mind.

  12. This is purely for entertainment value if there is any. It's around 4mb and wmv format. I did this around two years ago using a couple of donated models from the cd and a few of my own. It was really my first little story animation. You'll notice changing shirt colors, breaking mesh, and flickering probably among other things so I'm not really looking for critiques. Just if you're bored on a Sunday afternoon.

     

    The Pizza experience

  13. I guess living in Las Vegas - you're kinda preoccupied with it?

    I'm beginning to notice this about myself and yet looking at me, I don't look watery.

     

    The only thing that bothers me is the darkening of the screen before the drippy lens effect (which is excellent) - I 'm guessing that you're wanting to show the camera momentarily going under the water?

     

    I have a patch placed in front of the camera with translate and orient constraints. It's transparency is 100% with refraction of 1.33. There's also a procedural bump on the patch to get the water effect. I tweaked the translation and amplitude over time of the procedural bump. As the lens went under water, I momentarily upped the density on the patch. A strange thing happens with this patch being placed in front of the camera and that is the water surface (the river which is also a procedural bump) becomes transparent except for reflectivity and probably specularity. I sort of fudged the part where the camera goes under making it quick because I agree there's something fishy going on there (other than the feet don't actually touch the ground).

     

    I also didn't see any water ripple in this one.

     

    There are several reasons. With the lens patch having refraction, everything is a bit magnified so it's almost overshooting the ripples. Also there are only five animated decals strategically placed for the effect. By the time the lens dries, the decals have run their course. I'm thinking about having a material effector follow the runner with a procedural bump applied to it. I'm pretty sure that will work. It just has to be very thin so that it doesn't affect the alien. Also, sprites won't show up on the other side of this crazy patch that I have.

  14. In the first clip called water.mov, you'll notice black speckles on the trees. I've narrowed this down to doing a final render with at least 4 passes and with "soften" on and of course having hair with targa files and a alpha channel. Most likely I could render this with A-buffer rendering without black speckles, but then the precedural bump on the water doesn't show. That would mean no water flow.

     

    The second clip has two segments. On the first segment, you'll see rippling in the water. That was done with an animated decal and setting the first and last frame in the choreography. Unfortunately, after saving the project and opening it back up again, the key frames for the animated decal start at 0 where I key framed it, but then scrubbing through the time line indicates that all other points on the line are something like 47898 when it should be 0 through 50. It won't let me fix it as well.

     

    On the second segment, sprites look pretty cool, but I think blobbies would look more cool. If you set the bobbiness to 0, it renders quite fast but you can set properties like refraction and reflectivity etc. and would get a much more realistic water drop. Unfortunately, in a final render, blobbies that would ordinarily behave well in a shaded render, now fly everywhere. You'll also see I had to drop the animated decals because of the problem I mentioned above.

     

    I'll be submitting a report but I was curious to know if anyone else was having these issues.

    water.mov

    run.mov

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