Thursday, April 30, 2009



Image Completion Time: shader coding 2


Ultra high-speed rendering engine, this image constructed from approximately 13,000,000 particles. Standalone proprietary renderer and instruction language, coded in c++. Image rendered on SGI. This is a still from an animated sequence which loops.


Image Completion Time: shader coding 2


Ultra high-speed rendering engine, this image constructed from approximately 13,000,000 particles. Standalone proprietary renderer and instruction language, coded in c++. Image rendered on SGI. This is a still from an animated sequence which loops.

maya,1

The easiest way to make your particles travel along a cure would be to use curve flow in Maya. But it\f you need customized control over that this tutorial will help you.

Create curve using the curve tool and also create a particle with emitter.

Now select the particle and then the curve and go to the particle menu and click on goal option box and set the weight to 1 and create the goal.

Create goal menu

Figure 1: Goal menu

Now go to your per particle attributes of your particles and click on the general tab and add goal U and goal Offset.

Now write a small expression in the runtime script of the goal U per particle attribute and given below.

particleShape1.goalU += 0.01;

Goal expression in Maya
Figure 2. Goal expression

The above line decides actually how fast it should travel over the curve as you increase this value the speed increases.

Now if you need a volume offset around the curve use the expression in the creation of the per particle attribute of goal Offset

particleShape1.goalOffset = sphrand (<<1,1,1>>);

Goal expression in Maya
Figure 3. Goal expression

If you want to reduce the volume size you can reduce the value equally.

You will get a similar result as shown below.

Particle travel on curve
Figure 4. Output
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t.srinivas

t_t_srinivas@yahoo.com

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The first step is to create the profile of the scroll, I will be using Illustrator to do this.


1. Select the spiral tool, use the following settings: Radius: 400px, Decay: 90%, Segments:20

click for larger version

2. Object -> Path -> Simplify... Check Straight Lines

click for larger version

3. Save as legacy Illustrator file, I chose version 3 because anything higher wasn't importing into Maya

Maya

1. Open new scene, File -> Import, Select Adobe Illustrator as file type

click for larger version

2. Using the CV Curve tool, draw a straight line. This will serve as the path curve. Now select the spiral and then the line. Surface -> Extrude.

3. In order to use this with nCloth, we need to convert this to a polygon object.

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4. Modify -> Convert -> NURBS to Polygons options. Refer to figure 3 for all the settings. These are the only two settings that you need to change, Type: Quads, Tessellation method: General

5. We need to add some more polygons in the U direction for the scroll. Edit Mesh -> Add Divisions, Division in U: 2, Divisions in V: 1. Do this two time.

click for larger version

6. Now create a cube, and shape it into a pole that the scroll will constrain to. Otherwise the scroll will simply free fall due to gravity.

7. Now smooth the polygon scroll: Mesh -> Smooth. Select all the edges on left and right side of the scroll, extrude. Use your discretion when extruding, the extruded faces will be used to hold the hair system we're adding in later. In polyExtrudeEdge1 panel, under Poly Extrude Edge History, change Z value under Local Translate to -0.099.

8. Make sure the polygon model has a UV layout. This is important since the hair system is dependent on UVs. Use the UV texture Editor to layout the UVs for the scroll.

9. Switch to nCloth mode, select your scroll: nCloth -> Create nCloth.

10. Switch to component mode and select all the points on the top border. Now select the pole: nConstraint -> Transform. The scroll is now constrained to the pole.

11. Select the extruded faces we made earlier. It's time to make some hair. Switch to Dynamics mode: Hair -> Create Hair options. Just ensure At selected points/faces is selected. Now you got fringes for your scroll. You might need to adjust the hair settings in the hairSystemShape attribute, such as attributes in Clump and Hair Shape.

click for larger version

12. You will need to tweak the settings for the nCloth object. Here are the settings I used:

nClothShape1 settings

Surface Properties

Collide and Self Collide checked

Collision Flag: Edge, Self Collision Flag: VertexEdge

Thickness: 0.3

Self Collide Width Scale: 2

Bounce: 0

Friction: 1

Mass: 10

Lift:0

Drag:0

Tangential Drag:0

Dynamic Properties

Stretch Resistance: 600

Compression Resistance: 800

Bend Resistance: 0.5

Quality Settings

Max Iterations: 500

Max Self Collide Iterations: 10

Trapped Check: checked

Self Trapped Check: checked

Everything else is default


nucleus1 settings

Gravity and Wind

Gravity: 20

Air Density: 1

Wind Speed: 0

Wind Direction: 0,0,0

Scale Attributes

Space Scale: 0.1


12. It's time to see the animation. Make sure the timeline is long enough. I usually set mine to 1000 frames. Select Window -> Playblast. This shows you an accurate version of the dynamic simulation. Take a look at the final animation here: http://www.michaelxue.com/stuff/3D/scroll_tutorial/scroll_animation.mov.

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srinivas, maya
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