oh and I forgot to mention: without Redshift we'd be still rendering!


On Fri, Oct 3, 2014 at 11:32 AM, Florian Juri <[email protected]>
wrote:

> Thanks very much guys, we're glad you like the job!
>
> Some have been scratching their heads about how we've achieved the
> extrusion effect and creation of UVs, and Manny, you've cracked it already!
>
> After a lot of R&D and smoking heads we've 'settled' with the most simple
> technique, which seemed to work best to achieve the effect the Director was
> after, and it also turned out to be robust and fast.
>
> For the majority of cloth elements we've used the following workflow:
>
> After having accurately tracked characters and the camera we've:
>
> - drawn spline curves on a static copy of the character's mesh to define
> the areas the cloth should be 'emitted' from.
> - we then sampled points on these curves, reinterpreted the locations on
> the animated characters, and
> - for every frame of a shot added strand positions, effectively creating
> strand trail point clouds for the whole length of a shot, for every piece
> of garment
> - the strands were then converted into splines and
> - lofted. So for a lot of shots we already head the UVs for free. For
> quite a few shots, because of the nature of the dancers' movements we
> needed to re-do the UVs though.
>
> So we ended up with an extruded mesh (one edge loop per frame, or
> subdivided if more detail was needed) which represented the dancer's
> movement in 3D space over time.
> Using ICE we've triggered vertices at the right time to start simulating
> (using a Verlet setup) and hid/deleted all polygons 'in front' of a dancer.
>
> For some shots to help joining characters and garment, additional pieces
> were simulated using nCloth or Marvelous Designer.
>
> That's it, nothing too fancy. :)
>
> cheers,
> Florian
>
> On Thu, Oct 2, 2014 at 10:09 PM, Jason S <[email protected]> wrote:
>
>>  Don't know how it was extruded, but the integration with actors' very
>> dynamic movements is excellent!
>> don't know exactly where real cloth starts or ends! :]
>>
>>
>> On 10/02/14 16:56, Steven Caron wrote:
>>
>> if they are generating the data from strands then they know the start and
>> end, as long as they know the vertical start and end it wouldn't be very
>> hard to generate the the UVs along with the mesh.
>>
>> On Thu, Oct 2, 2014 at 1:53 PM, Manny Papamanos <
>> [email protected]> wrote:
>>
>>> The long extruded element may already be generated as a whole piece,
>>> and then is 'masked' off.
>>> Would definitely be easier if it were patch/nurbs  based.
>>>
>>>
>>>
>>> Manny Papamanos
>>> Product Support Specialist
>>> Americas Frontline Technical Support
>>> Customer Service and Support
>>>
>>> From: [email protected] [mailto:
>>> [email protected]] On Behalf Of adrian wyer
>>> Sent: Thursday, October 02, 2014 6:46 AM
>>> To: [email protected]
>>> Subject: RE: Glasswoks Lycra
>>>
>>> any idea how the UVs were created?
>>>
>>> a
>>>
>>>
>>
>

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