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Mostrando entradas de agosto, 2019

Octoplug Ocean Shader (II): testing ocean deformer shader

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Octoplug Ocean Shader (II) - First test, ocean deformer shader I have followed the example provided by Silvestre Julien. See below the link in Vimeo. ooOcean_deformerShader I has taken me days to finish even though it is a very short video. I think it is simply aimed to more expert users of Maya. It was challenge for me to follow it, as I had so far escaped from the Node editor, and pretty much everything is setup here using the power of the nodes. But I ended up happy with the result, plus I learnt a little bit about the Node editor on the process. I have to recognize that I don't fully understand nearly any of the steps but I hope I'm able to replicate them when needed! I'm hoping to be able to use this solution into the Fairy animation project, to simulate the waters of the canal. Summary   The steps followed were:   1. Create a plane and adjust its size and grid. This will be used as reference.   2. Create a mesh on the Node Editor.

Bifrost - Splash simulation (I)

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BIFROST - WATER SPLASH SIMULATION (I) Bifrost is a tool for Maya that allows for fluids simulation. Therefore it is related to physics. It was acquired by Autodesk in 2012. My purpose is exploring it in order to make a convincing splash of water on the animation project, particularly on the scene when the fairy falls into the wates of the canal. I have watched and read through some Bifrost material with mixed results. I have finally followed this simple video that finally allowed me as a valid starting point. The experiment simulates the splash of water produced by a rigid, heavy, sphere over a small water container. Youtube link to TunnelvizionTV's video that I have followed:  https://www.youtube.com/watch?v=BvZKiI1BEGk SUMMARY 1: Create a container Cube. 2: Create a liquid emitter. It will only be used to fill the container. 3: Create Bifrost Liquid (with the liquid emitter box selected). 4: Set the Cube as Collider , so that it is able