Thursday, April 2, 2015

Day 26 - Smoke, Footprints & Cloth

Billow Smoke

This is the tutorial that I'm working for this billow smoke:
https://www.sidefx.com/index.php?option=com_content&task=view&id=3078&Itemid=407

I'm trying on this billow smoke. Firstly, I'll create a sphere and flatten it, then I'll create a ground plane from the rigid bodies to make them interact. So next, in order to create the billow smoke, I'll go to the pyro fx > billow smoke.


I'll then dive into the autodopnetwork > pyro tab to adjust the settings accordingly then add an area light to make the billow smoke look nicer.



For this exercise, I didn't meet much problem as I think it's more of adjusting the settings correctly to get the correct look of the billow smoke. However, it's very laggy and I need to wait for a longer time to see the results when I wanted to do a flipbook.

This is the directory for this project:
\\MUSHROOMSWISS\test\peishan\billowsmoke

Geometry solver foot prints

This is the tutorial link:
https://www.sidefx.com/index.php?option ... Itemid=132

For this exercise, I'm trying to create this foot print effect when the foot is stepped onto the snow, So firstly to begin, I'll create a grid and a sphere. Selecting the sphere, I'll do an extract on it. Then I select the extracted sphere and grid then go to the modify tab > combine. Now, I'll create an attribcreate for both grid and the object_merge for the sphere. After that, I'll combine both attribcreate using an attribtransfer. I'll then add a group below the attribtransfer.


Next, I'll add in a color node. Now when we keyframe the sphere and make it move, the prints will follow accordingly.


Going back to the grid_object1 node, I'll add in a solver node and duplicate the first set of "group" and "color". 


In the first set of nodes, I'll add in a ray node before the attribtransfer. The ray will make the prints to start to dent down. In the solver node, I'll copy the attribtransfer and ray node that I've created and paste it inside. 


Now, to improve the foot print, I'll reduce the grid rows and columns to 2 each and add a "triangulate2d" node after the grid node. Then I'll import the snow_walk scene which is provide in the tutorial too and add a transform to adjust the orientation of the toon character. Then I'll rename the grid_object1 to snow and change the object_merge inside from sphere to the snow_walk. To make more division on the floor, we'll add in thesubdivide in the snow node.


I didn't meet much problem in this exercise and I find it quite manageable and useful. I've learned how to do the foot print before but I find that this tutorial teaches me a much easier way.

This is the directory for this project:
\\MUSHROOMSWISS\test\peishan\geometrysolver_footprints

Cloth

I went back to explore more about cloth. So after looking at the second tutorial link that I yesterday found, I tried to make the skirt look more like soft material kind by reducing the stiffness of the cloth from 200 to 10. I've also tried to add some lights and a background. I'm trying to find tutorials on how to use basic shapes to create out different types of clothes as I find it quite interesting to create clothes out for that character. I found one checkered cloth texture and try to paste the texture on it. So this is the current results. I'll try to render out the movie file for the billow smoke and cloth to see the effect and post here.



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