Showing posts with label Particles. Show all posts

Particle Studies

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Further studies in particle work (Maya)



playblasts and render tests can be found here http://www.youtube.com/user/scutteh

Flame Studies

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This is progress from working through the flame section of the Maya Studio Projects: Dynamics book;



I'm kind of happy with it, still working through the burning building project while also working out how to utilise the skills learned in the book in to my own work, possible a character walking through a dungeon with a torth or similar.

Here's progress on the house section;


My laptop is on it's last legs so I'm not sure it will handle the higher res (currently the higher one seen at the bottom is at 80 - 90 and 70 compared to the books suggested 160+. I'll work out a proper ratio tomorrow and raise it accordingly from the low 40-50 and 30 suggested resulution values.

Dynamics Projects

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Just going through a few new dynamics books for Maya currently to learn more MEL scripting and Expressions. My first test is a of a plinian eruption. While the speed isn't correct here I'm quite happy with the result currently.



The animation itself runs too fast, simply as it was just a test to see if the plume went up in the air. Render time roughly 2 hours for 60 frames. the sequence was originally meant for PAL but I rendered the final animation at 15fps just so it was a little slower/more like how the full animation should be.




Instruments and uploads

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Just a couple of photos I took tonight of the new instruments the Mrs bought me!




Above: A Suling - an Indonesian bamboo flute.
Below: A Mbiri or Kalimba - Thumb piano




I have also uploaded my test shots for my final year project (which was during the 2007/2008 term) to youtube. While they are already up on here I can't seem to share them so here they are for all to see!




Sketch and current work

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A little more face sketching.




Also been working on some Dynamics in Maya and will be buying 2 more books when I'm back from a short trip back home. Dynamics/particles is pretty much what I spent most of my final year doing and also enjoyed it the most throughout university.



While most of my work was done in XSI/pflow I spent a lot of time using realflow and Fumefx. I'm currently moving the skills learned from that to Maya/MEL scripting. I've set myself some pretty simple effects tasks to do for now (smoke,fire,explosion,snow) just as starting points while I get used to the expressions editor and such.

Previous Lighting Tests

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Looking through my old footage on my laptop I found some test shots of my Final Year Project at university and I thought I'd put them on here so that I can compare my lighting techniques after learning some new tricks and techniques later.

My final year project was based around mainly using fluid particles to make a glass of water turn in to a flower (well a flower growing from the water). I knew I was going to be shooting it on just a black background as I was wanting to emulate the slow motion Sainsbury's food adverts that were out a few years ago. Lighting was obviously going to be one of the key things I looked at as I needed to make it efficient and yet still look good. For this I decided not to use caustics as the was no solid background for light to reflect to. Then I created a simply lighting rig using grids with a white or gray Lambert texture on them, hiding their primary ray visibility in the render and then using final gather. This cut the render times down by a great deal without the need of global illumination/caustics and gave me the ability to create a nice studio lighting setup using grids as reflected lights and reflectors themselves.



Above: a wireframe view of the full lighting setup for the stem rising up from the water. I added an environment map to add a little extra to the reflections.
Below: A closeup of the lighting setup used when the petals are created.



I don't remember the exact render times but they were at most 2-3 minutes each per frame. The only troubles I had were actually with using XSI and Realflow together. I made a decision at the time to stick with the package I knew as opposed to which had better fluid/Realflow integration and it caused some pretty nasty glitching problems during the render phase.

Here are a couple of test videos of the petals growing, hopefully the video compression on here doesn't make them look too bad. Unfortunately I don't have the final render/shot on this laptop but I was going to re-render it or infact reshoot it completely using Maya to make the most out of it.