A wee making of would be nice :) On 3 October 2014 11:34, Florian Juri <[email protected]> wrote:
> 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 >>>> >>>> >>> >> >

