> On 2 Jan 2015, at 12:39, Stefan Kubicek <[email protected]
> <mailto:[email protected]> > wrote:
> 
> 
>     PS: If the runners trails are meant as a graphical element rather than an
> actual physical element in your picture I doubt I will look nice when it
> collides with the runner.
> 



Agreed. I doubt it would give you a look that you want and probably isn’t worth
spending too much time trying to make a robust system to make it work. Do a few
quick tests first to see if it’s going to take you in the right direction.

As a quick alternative, why not try setting the StrandColor to black for any
strand points that fall inside your collision geometry, and then incorporate
that as a multiply operation into your shader? That'll hide any parts of the
strand that go inside your character.

A



On 02 January 2015 at 12:39 Stefan Kubicek <[email protected]> wrote:


> Hi Olivier,
> 
>  I think there are example scenes for strand collision that ship with XSI. No
> friction between strands and geo is modeled as far as I can remember, but it
> might get you started.
> 
>  Then there is also the strand collision framework for more accurate
> collisions, but I don't know how it reacts to changing point counts and strand
> length: http://softimage.tv/strand-collision-framework/
> 
>  PS: If the runners trails are meant as a graphical element rather than an
> actual physical element in your picture I doubt I will look nice when it
> collides with the runner. Maybe you could solve this in comp and get around
> explaining collisions entirely?
>  Here is a nice example in a recent Glassworks spot that might be similar to
> what you to try to achieve:
>  http://softimage.tv/lycra-moves-you/
> 
>  Good luck,
> 
>     Stefan
> 
> 
> 
> 
>   > > Hello, long time reader, first time poster here!
> > 
> > 
> >   So I have a bit of a problem on my hands.
> > 
> > 
> >   We are doing a very simple concept, a sportsman whose back is leaving
> > strand trails as he goes. This is child's play so far.
> >   My issue is that we would like the trails to interact with the mesh when,
> > for various reasons, he cuts through them again.
> >   IE : at some point he falls to the ground and stands back up. The unwanted
> > behaviour is that the strands generated from the back of his head will
> > simply go through his head as he rises up, resulting in a somehow vertical
> > strands column masking his face and fore-body. The desired behaviour is that
> > the strands will flow around his cranium, maybe along his back, effectively
> > leaving at least his face apparent.
> > 
> > 
> >   Animation is done in Maya and transfered over via geocache.
> > 
> >   I tried to operate with tools like 'closest location' or 'get location by
> > raycast' applied to the strandpositions when inside the volume to simulate
> > collision, but these were all lacking. The raycast solution may be
> > promising, but I don't know how to set the correct direction vector. And
> > sometimes the animation I'm working with may "skip" a strandposition,
> > effectively not triggering the 'inside volume' condition.
> > 
> > 
> >   So yeah basically I don't know how to do that in a visually pleasing way.
> >   If anyone had some pointers, I'd be very grateful !
> > 
> >   Thanks,
> >   Olivier
> > 
> > 
> > 
> >  > 
> 
>  --
> 
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