We're going to try and get one out. You know how it is when you are straight on to the next thing though.

Alastair Hearsum
Head of 3d
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On 03/10/2014 14:45, Sebastien Sterling wrote:
A wee making of would be nice :)

On 3 October 2014 11:34, Florian Juri <[email protected] <mailto:[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] <mailto:[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] <mailto:[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]
            <mailto:[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]>
                [mailto:[email protected]
                <mailto:[email protected]>] On
                Behalf Of adrian wyer
                Sent: Thursday, October 02, 2014 6:46 AM
                To: [email protected]
                <mailto:[email protected]>
                Subject: RE: Glasswoks Lycra

                any idea how the UVs were created?

                a






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