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
>>>>
>>>>
>>>
>>
>

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