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 >>> >>> >> >

