ddustin Posted April 7, 2006 Share Posted April 7, 2006 I need to get this model to look like this picture. I'm using a pose slider in muscle mode to try to create the same surface... wow. Tried applying the image of the crunched vehicle as a displacement map, that didn't work. Tried applying the image as a decal over the top of all the decals, the truck panels with the added decal on them turned invisible when I turn of the crunched decal.. Hmmmmm. David[attachmentid=15834] Quote Link to comment Share on other sites More sharing options...
Drakkheim Posted April 7, 2006 Share Posted April 7, 2006 I need to get this model to look like this picture. I'm using a pose slider in muscle mode to try to create the same surface... wow. Tried applying the image of the crunched vehicle as a displacement map, that didn't work. Tried applying the image as a decal over the top of all the decals, the truck panels with the added decal on them turned invisible when I turn of the crunched decal.. .... You get to do the neatest things. No fair. I think it is possible to animate the magnitude of the cps in the pose, try cranking the magnitude down to something around 5-10 in the damaged pose to make the crinkles have sharper and flatter planes and then maybe a subtle environment map on the truck. to simulate the reflectivity and show off the changes in planes more. Maybe even go as far as to fade in a diffuse and color map on the damaged parts to show the scraping and flaked paint. looking forward to seeing more from ya,. simon [edit: cant type today] Quote Link to comment Share on other sites More sharing options...
MMZ_TimeLord Posted April 7, 2006 Share Posted April 7, 2006 David, How much spline detail do you have on that side of the truck? How are you getting the current effect? Simply moving the cps in an action? or chor action? One option would be to up the spline count on that side of the truck and then use a surface consraint setup. Here is a link to a similar concept that robcat posted a long time ago. Here is a link to the post with the project link it it from the same thread. I was thinking instead of sliding the lump underneath the surface to make it bulge out as in robcat's example, you could push the lump (in the general shape of the vehicle that's hitting the truck) into the side of the truck you are trying to deform. Just a crazy idea... what do you think? Quote Link to comment Share on other sites More sharing options...
ddustin Posted April 7, 2006 Author Share Posted April 7, 2006 TL, I'm using a pose slider and muscle mode. The pose slider is set at 100% then I move the CP's into the desired position. Spline detail is pretty good. The only problem I see with the constraint idea is there are multiple surfaces that make up the truck. I'll already tweaking the bias handles to wrinkle the surface. Funny, I have about 20 pics of this truck from almost any concievable angle yet it's elluding me. Hmm. Any idea why the 2nd decal won't work? In the past I've added decals, turning them on at the instant of impact, particularly when the images are good the effect is pretty neat. It is the actual vehicle damage after all. Thanks for the tips so far!! David .[attachmentid=15835] Quote Link to comment Share on other sites More sharing options...
Drakkheim Posted April 7, 2006 Share Posted April 7, 2006 So let me make sure ive got this right. the panel of the car that gets smashed has 1 decal already that turns on properly and shows the damage (color map) when you add a second decal as a displacement map and turn it off the patches with the 2nd decal vanish or go transparent. hrm here's a couple suggestions: 1) try not turning off the second decal, just set the displacement to 0 in the uncrumpled pose. 2) try and pinpoint he point of failure.. does it only do this when it's a displacement map? can you get it to work with simpler models, different images, are your images RGB and not CYMK, how about an older revision of this version of AM (im assuming you're using the latest v12) and then there's the icky workaround 3) use 2 models of the car. 1 with each decal set. both doing the same animation then fade them together in post. Quote Link to comment Share on other sites More sharing options...
ddustin Posted April 7, 2006 Author Share Posted April 7, 2006 So let me make sure ive got this right. the panel of the car that gets smashed has 1 decal already that turns on properly and shows the damage (color map) when you add a second decal as a displacement map and turn it off the patches with the 2nd decal vanish or go transparent. hrm here's a couple suggestions: 1) try not turning off the second decal, just set the displacement to 0 in the uncrumpled pose. 2) try and pinpoint he point of failure.. does it only do this when it's a displacement map? can you get it to work with simpler models, different images, are your images RGB and not CYMK, how about an older revision of this version of AM (im assuming you're using the latest v12) and then there's the icky workaround 3) use 2 models of the car. 1 with each decal set. both doing the same animation then fade them together in post. You're close. The body is just modeled with a color applied. There are decals on the side to show the Ford decal etc.. In the past I have applied an image on top of everything esle and turned it on in the chor at the moment of impact. When I tried it this time, the body of the truck (where the decal was applied) goes invisible when the decal showing the damage is set to 100%. Displacement did work, but it was increadibly slow and it never reproduced the correct surface. Image is RGB. Yes I'm using V12.0u Don't think I want to try 2 models just yet. There will be parts flying on impact already, plus smoke. David Quote Link to comment Share on other sites More sharing options...
KenH Posted April 7, 2006 Share Posted April 7, 2006 lol What are you making a movie or doing a simulation? They must be fussy customers! It looks fine to me. You have plenty of splines in there to be able to emulate that damage using just poses. Quote Link to comment Share on other sites More sharing options...
Drakkheim Posted April 7, 2006 Share Posted April 7, 2006 ah ok that makes sense. hrm what happens if you change the order of the decals? the second decal works correctly when turned on though, correct? assuming so.. can you animate the opacity of the damage decal to 0% and switch it to 100% when you turn the pose on? or an animated 2 frame decal, frame 1 clean, frame 2 damaged. Quote Link to comment Share on other sites More sharing options...
ddustin Posted April 7, 2006 Author Share Posted April 7, 2006 lol What are you making a movie or doing a simulation? They must be fussy customers! It looks fine to me. You have plenty of splines in there to be able to emulate that damage using just poses. I think it should be able to be done with poses too. My clients expect pretty high quality these days (it's my own fault, I always try to out do my last project, they have gotten spoiled). This will be a multi-million dollar legal battle. The more realistic I make it, (I like the oooo's and ahhs too) the better they do financially. David Quote Link to comment Share on other sites More sharing options...
MMZ_TimeLord Posted April 7, 2006 Share Posted April 7, 2006 After seeing the number of splines you have, I agree. This can easily be done with poses. Here's what I see in the first take. 1. The doors are deformed pretty close to the picture. 2. The damage does not seem to push in on the driver's side enough near the front door hinge. i.e. - the dash board is still straight as well as the steering column. In the picture of the real damage, these are pushed in quite a bit (safety cage intrusion). I can't tell for sure if the whole A-pillar was pushed in from base to top or not in that shot. EDIT: It looks as if the base of the A-pillar was pushed in quite a bit (6 inches?) and from the top door hinge to the top of the A-Pillar looks to be pushed in as well. 3. The sidestep is not bent/broken with the rear black step missing, per the real damage picture. Not vital, but small details will quickly bite you. I would say to improve the damage and make it more accurate, reference one of the front (head on) rotoscopes and verify your amount of safety cage intrusion and A-pillar push in. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted April 8, 2006 Hash Fellow Share Posted April 8, 2006 Displacement did work, but it was increadibly slow and it never reproduced the correct surface. Yes I'm using V12.0u That's the old displacement that only subdivides a patch. the per-pixel displacement is new in V13 Quote Link to comment Share on other sites More sharing options...
ddustin Posted April 8, 2006 Author Share Posted April 8, 2006 OK, Here is a quick render of what I have so far. The crunch needs to happen about 3 times as fast. [attachmentid=15838] David ah ok that makes sense. hrm what happens if you change the order of the decals? the second decal works correctly when turned on though, correct? assuming so.. can you animate the opacity of the damage decal to 0% and switch it to 100% when you turn the pose on? or an animated 2 frame decal, frame 1 clean, frame 2 damaged. I don't have an undamaged frame unless I use the model and render one out. The damaged image applies OK and works fine untill I turn it off, then you can see through the side of the truck where the image is applied. If I render it, it turns out good, but I'm not going to hang my hat on something that's quirky. I've gotten burned by that in the past. David After seeing the number of splines you have, I agree. This can easily be done with poses. Here's what I see in the first take. 1. The doors are deformed pretty close to the picture. 2. The damage does not seem to push in on the driver's side enough near the front door hinge. i.e. - the dash board is still straight as well as the steering column. In the picture of the real damage, these are pushed in quite a bit (safety cage intrusion). I can't tell for sure if the whole A-pillar was pushed in from base to top or not in that shot. EDIT: It looks as if the base of the A-pillar was pushed in quite a bit (6 inches?) and from the top door hinge to the top of the A-Pillar looks to be pushed in as well. 3. The sidestep is not bent/broken with the rear black step missing, per the real damage picture. Not vital, but small details will quickly bite you. I would say to improve the damage and make it more accurate, reference one of the front (head on) rotoscopes and verify your amount of safety cage intrusion and A-pillar push in. Agreed on all points. I'll continue to tweak on it. David crunch_test.mpg Quote Link to comment Share on other sites More sharing options...
KenH Posted April 8, 2006 Share Posted April 8, 2006 That looks great. If you're clients aren't happy with it, then there's no pleasing them. If you really wanted to impress them, you could have the mirror flying up and falling down a distance from the vehicle. Or maybe shattered glass flying in the air too. The shadows look abit too sharp too. Or maybe not... PS Where did you get the trucks from? PPS Also the hood needs to pop up abit. Quote Link to comment Share on other sites More sharing options...
Eric2575 Posted April 8, 2006 Share Posted April 8, 2006 David, Nice work as always. Probably no need to mention this, but have you got your normals all facing the right way? Quote Link to comment Share on other sites More sharing options...
ddustin Posted April 8, 2006 Author Share Posted April 8, 2006 That looks great. If you're clients aren't happy with it, then there's no pleasing them. If you really wanted to impress them, you could have the mirror flying up and falling down a distance from the vehicle. Or maybe shattered glass flying in the air too. The shadows look abit too sharp too. Or maybe not... PS Where did you get the trucks from? PPS Also the hood needs to pop up abit. Ken, Thanks for the compliments. The mirror actually was hanging down in the original, at scene images. I plan on having glass pieces flying as well as parts from the vehicles. Shadows could be a little sharp, it's a sun. The trucks are modeled in A:M by a good friend and frequenter here on the forum. If he's up for the publicity, I'd gladly post his name. The hood will buckle on impact, but not open. Thanks, David Quote Link to comment Share on other sites More sharing options...
KenH Posted April 8, 2006 Share Posted April 8, 2006 The truck are modeled in A:M by a good friend and frequenter here on the forum. I think I can probably guess who it is. Quote Link to comment Share on other sites More sharing options...
Stuart Rogers Posted April 8, 2006 Share Posted April 8, 2006 Here is a quick render of what I have so far. The crunch needs to happen about 3 times as fast. Picky picky picky... Perhaps you should have the truck lift off it's driver-side wheels for a moment too, although maybe that won't show so much once you've speeded things up. The crumples on the CGI look good to me. Quote Link to comment Share on other sites More sharing options...
ddustin Posted April 8, 2006 Author Share Posted April 8, 2006 Stuart, Picky yes.. We are really trying to set a high standard in this area of accident recreation and in the southeastern US. There are obviously really tallented people out there (my wife says I'm out there, but that's another post) that can create this level and better. The accident reconstruction people we work with say our stuff is cutting edge. I think our stuff is good (5 or 6 on a scale of 1 - 10) but I would like to get it to a higher level and own the market. I want to test the decal come more and see if I can get it to work. David Quote Link to comment Share on other sites More sharing options...
ddustin Posted April 8, 2006 Author Share Posted April 8, 2006 The truck are modeled in A:M by a good friend and frequenter here on the forum. I think I can probably guess who it is. Most of our high end vehicles are modeled by Gene (Eugene Liscio). We model some of the models that only require lower detailed views. Gene does an excellent job and is one of the best resources I have ever worked with. We regularly collaborate on projects. David Quote Link to comment Share on other sites More sharing options...
zandoriastudios Posted April 8, 2006 Share Posted April 8, 2006 David, have you tried using a percentage pose for your displacement/damage? Instead of turning it "off" you just animate the percentage strength to 0% over a couple of frames. Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted April 8, 2006 Share Posted April 8, 2006 I think that the crunch should take place over 1 or 2 frames max. Like Will suggested. That will go along way conveying the impact of this..... Like the others, I think this looks pretty good, if not ready to go now. You might be on your way to "outdumbing yourself":) I use to do that alot. Something to remember.... if you make your effect too good, maybe the jury might only remember the effect and not the issues at hand.... kinda like in advertising, the viewers remember the commercial but not the product! Nice stuff! Very motivated!!! Mike Fitz www.3dartz.com Quote Link to comment Share on other sites More sharing options...
ddustin Posted April 8, 2006 Author Share Posted April 8, 2006 Here is what I mean about the parts of the vehicle that are transparent. It renders out OK, but it makes me nervous to work with it this way. David [attachmentid=15858] Quote Link to comment Share on other sites More sharing options...
ddustin Posted April 8, 2006 Author Share Posted April 8, 2006 Here is the latest version. The crunch takes place over 4 frames (133 milli-seconds), still not fast enough. I got the decal to work (see previous post). Will, The only pose slider is for the cumpling of the geometry. The crumpled decal is faded in, in the chor. I would really like to use a light rig, but it fades out the tree images. David [attachmentid=15859] crunch_decal.mpg Quote Link to comment Share on other sites More sharing options...
KenH Posted April 8, 2006 Share Posted April 8, 2006 Nice. I agree with the point that such a violent impact would lift (even move) the whole car. Quote Link to comment Share on other sites More sharing options...
ddustin Posted April 8, 2006 Author Share Posted April 8, 2006 Nice. I agree with the point that such a violent impact would lift (even move) the whole car. The short answer is yes. Longer version: The truck that was hit was moving right to left, when impacted by the other truck. The impact sends this truck flying across the intersection and into another vehicle. There are 7 vehicles involved all together. I have an overhead view animated from within another crash specific software that we'll use as an animated rotoscope to get the actions right. If I could have gotten a nice view of the intersection I would have liked to use Live action, then it would really have rocked. David Quote Link to comment Share on other sites More sharing options...
Zaryin Posted April 8, 2006 Share Posted April 8, 2006 Wow, that is looking nice -- um -- well I guess it wasn't nice for those involved, but you know what I mean. Quote Link to comment Share on other sites More sharing options...
ddustin Posted April 9, 2006 Author Share Posted April 9, 2006 Wow, that is looking nice -- um -- well I guess it wasn't nice for those involved, but you know what I mean. The driver has brain damage, was going to be a pro golfer, baby on the way. David Quote Link to comment Share on other sites More sharing options...
zandoriastudios Posted April 9, 2006 Share Posted April 9, 2006 Here is what I mean about the parts of the vehicle that are transparent. It renders out OK, but it makes me nervous to work with it this way. David [attachmentid=15858] Thats just a real-time refresh issue. I wouldn't worry at all about it. On the tree images, try setting them to flat shaded (don't know why, but that worked for me recently with a skydome with the same issue) Quote Link to comment Share on other sites More sharing options...
ddustin Posted April 9, 2006 Author Share Posted April 9, 2006 Here is what I mean about the parts of the vehicle that are transparent. It renders out OK, but it makes me nervous to work with it this way. David [attachmentid=15858] Thats just a real-time refresh issue. I wouldn't worry at all about it. On the tree images, try setting them to flat shaded (don't know why, but that worked for me recently with a skydome with the same issue) Will, I'll check it out. Thanks, David Quote Link to comment Share on other sites More sharing options...
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