Really cool stuff Sebastian!!
Just looked at it, and the 0,4,0 as mean value reminded me that I wanted to call
someone in Hamburg :D Thanks for that, too!
Hope all is going well.
gruss aus Schweden,
Thomas
Sebastian Kowalski l...@sekow.com hat am 7. Januar 2013 um 19:17
geschrieben:
here
That's a super learning gift ! Thank's a lot for that :)
The result is just beautifull. I'm completly lost into the icetrees, but
what a lesson !
Would worth a tutorial somedays (with you speaking in the micro).
Excellent !
Le 07/01/2013 20:58, Rob Chapman a écrit :
Sebastian, I never
Thanks Sebastian, that's interesting and looks very cool!
On Tue, Jan 8, 2013 at 11:23 AM, olivier jeannel olivier.jean...@noos.frwrote:
That's a super learning gift ! Thank's a lot for that :)
The result is just beautifull. I'm completly lost into the icetrees, but
what a lesson !
Would
really glad you guys like it, and yes, this only works with a huge amount of
points.
the final spot had a lot of additional footage from after effects (particular)
too, and the compositing of these two elements really sell the shots at the end.
sebastian
Am 08.01.2013 um 11:33 schrieb Michael
Hi Vladimir
What does self.partID do am a little lost in the sim stack wondered if you
had time to basically explain
nice job though
Thanks
Ben
On 8 January 2013 11:42, Tim tim_boll...@hotmail.co.uk wrote:
I'm just playing around with it now, and I'm wondering if there is a way
to
Just a quick update, incase anyone else is trying to do something
similar. The culprit for the simulation forces was to do with the
ClumpSize attribute being used in the init force and velocity branch.
I'm not entirely sure why but if you re-define the attribute earlier in
the add points
What you could do to get some nice clumps ist emitting in a volume and eat the
outer shell away with a fractal so you have a nice irregular shape.
Do this with several point clouds, that you have enough different pieces for
the whole thing. (You could also do it in one point cloud but that's a
Hey guys, I'm looking for a way to emit a bunch of particles in clumps,
that over time break apart. Hopefully giving the impression of dirt
turning to a fine dust.
I'm imagining something like having a clump of 8 breaking into 2 sets of
4, then a few frames later having this turn into 4 sets
Thanks Ben, It might be an idea for some of the Hero ones, but I think
ultimately there are going to be 10,000's emitted over a period of time.
It's worth keeping in mind though.
Tim
On 07/01/2013 10:51, Ben Beckett wrote:
Hi Tim
Just wondering
Have you tried empolygonizer it work based of
Happy New Year!
10,000's then you will have to be careful with the clone points!. I
think a good scene to look at for this as an example WIP is the sample
scene that comes with SI - 'particle spell cast'. it has a setup
already made for cloning particles coming off the main points as well
as
Cheers Rob, just looking through the scene. The Spawn on trigger seems
like an interesting approach. At some random time my one particle spawns
two new ones with a slightly offset direction and with half the size of
parent particle. After a certain amount of time this process repeats.
Sounds
That's exactly what I had in mind Vladimir! Thank you!
Regards,
Tim
On 07/01/2013 12:04, Vladimir Jankijevic wrote:
Seems the message didn't get through! Here it is again:
Here is a bare bone scene I just built to give you a starting point.
It basically assigns a groupID to the clumps and
I've build something like that for the catrice spot last year
(http://www.sekow.com/catrice_color), its a complicated tree. i could share an
.emdl if you interested. just give me a sec to dig that one out.
sebastian
Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com:
Happy New
:42
To: softimage@listproc.autodesk.com
Subject: Re: Particle clumping technique
I've build something like that for the catrice spot last year
(http://www.sekow.com/catrice_color), its a complicated tree. i could share an
.emdl if you interested. just give me a sec to dig that one out.
sebastian
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski
[l...@sekow.com]
Sent: 07 January 2013 12:42
To: softimage@listproc.autodesk.com
Subject: Re: Particle clumping technique
I've build something like
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski
[l...@sekow.com]
Sent: 07 January 2013 12:42
To: softimage@listproc.autodesk.com
Subject: Re: Particle clumping technique
I've build something like
January 2013 12:42
To: softimage@listproc.autodesk.com
Subject: Re: Particle clumping technique
I've build something like that for the catrice spot last year
(http://www.sekow.com/catrice_color), its a complicated tree. i could share
an .emdl if you interested. just give me a sec to dig that one
Leydecker
[bauero...@gmx.de]
Sent: 07 January 2013 16:36
To: softimage@listproc.autodesk.com
Subject: Re: Particle clumping technique
Hi Sandy,
I had the pleasure to get to use some nicely fractured and animated houses from
Sebastian
and his collegues once, he´s really good at breaking things
And I have to point out that I got my inspiration from an old project I
did with Chris Keller. So I think it was rather Chris initial idea :)
Cheers
Tim
here you go, thats one of the first prototypes I've made.
the whole system evolved a bit after the catrice project (had to reuse it on an
Sebastian, I never thought I would hear myself say this, but that is
some sexy dust! I see that you are not spawning or cloning anything
and the dust 'clump' with its own ID starts as is and its just the
gravity, drag and turbulence forces breaking it up. really nice
solution that works so well
Sebastian did a really fantastic job on this dust stuff! It's definitely
a (if not the) key element in the spot.
Cheers and thanks again to Sebastian
Tim
Sebastian, I never thought I would hear myself say this, but that is
some sexy dust! I see that you are not spawning or cloning anything
Looking at that scene now, this is nice work, and the result is lovely.
Thanks for sharing, sparks a lot of ideas.
On Mon, Jan 7, 2013 at 3:32 PM, Tim Borgmann i...@bt-3d.de wrote:
Sebastian did a really fantastic job on this dust stuff! It's definitely a
(if not the) key element in the spot.
I agree with the other comments, thank you very much! This is like gold-dust to
us ICE geeks (if you excuse the pun). Also great look dev by Tim Borgmaan too.
Great job everyone involved.
Regards,
Tim
On 7 Jan 2013, at 21:37, Andy Moorer wrote:
Looking at that scene now, this is nice work,
To: softimage@listproc.autodesk.com
Subject: Re: Particle clumping technique
here you go, thats one of the first prototypes I've made.
the whole system evolved a bit after the catrice project (had to reuse it on an
other job), but the essential idea seems not to differ from vladimirs solution.
(hope
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