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Guest fredcamino

little 3D WIP

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Guest fredcamino

andraz... i'm going to try your shader tips tonight, thanks man.

 

tread, the camera motion is definately key-framey, but i haven't refined it at all. this is the very early stages of a WIP. as for the "how did" stuff... the string of water is just a sweep nurbs with the "growth" setting key framed and a watery texture on there. and the faucet water, which is FAR from where i want it, is the same water texture applied to a particle emmiter, that is emmitting spheres all under a metaball object. then i was trying to use the "fizz" plugin to make it flow over the logo, but it's no there yet obviously.

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Guest vuzz

Very nice, I have to try that water trick, don't know why I never did. I kinda like the reflection and thought it would be cool if that reflection hinted at something else or had more to do with the concept, then later on bring it down to reveal the filter, just my half cent, nice work fred.

 

\V

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Guest govinda
the string of water is just a sweep nurbs with the "growth" setting key framed and a watery texture on there. 

41636[/snapback]

So you didn't use displacement? You could get all jiggy with Suppolygon displacement and some of those wacky noise patterns for some real detail if you're into that.
then i was trying to use the "fizz" plugin to make it flow over the logo, but it's no there yet obviously.

41636[/snapback]

Fizz is a blast. But it looks 2d at that point, so if it was the real dealio you might just do that in 2D anyway. You could grow old trying to get that to work. If you're sold on the metaballs, try using a spline points instead of spheres inside the metaball, i.e. a spline object with one lonely point on it. Just make a spline square and kill three of the four points and uncheck 'close spline.' Metaball objects are so glommy on the CPU that people usually reduce the objects inside them to the least thing there is--like a one-point spline.

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Guest PlayerHater

fred,

its really coming together well, i cant wait to see how this comes out. your one night in cinema makes me feel like an impotent man at a porno shoot.

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Guest scottgfx
as for the "how did" stuff... the string of water is just a sweep nurbs with the "growth" setting key framed and a watery texture on there

41636[/snapback]

 

Very cool. You're gonna finally make me make the jump from Lightwave. Ahhhhhhhhh...

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Guest Andraz
I wonder about turning around the fresnel. I used to do it all the time because it makes things more dimensional, but it's the opposite of what glass does, which is more reflective as it faces the camera less. Turning around the fresnel makes it more reflective facing the camera, less reflective as the angle to camera gets more acute. But Andraz knows his stuff I have to say.

41624[/snapback]

 

 

You are absolutly right about the turn around frensel. In reality, chrome behaves in a way that surface at 90 degress (from the camera view of course), should be just a hint brighter or more reflective, probably around 4-5 % of a difference. Plus, the reflections at 0 degree angles are just a bit more blurry then the ones at 90 degrees. Again, something around 5 % difference, probably not more. But you cannot do that in Cinema, I am afraid.

 

So why did I turn around fernel then? Keep in mind that its just around 4 % of value, so you cant really tell the difference, but the reason is simple: it looks chromy in a CG sense :). Looks good to me, better that the real life fresnel behaveour.

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Guest govinda

Hmm...selective blurring, interesting thought. You could do that with an object pass, a simple keying and some matte choking, unless the object was transparent, in which case object passes kinda suck... But I'm geeking out so big-time. I've gotta do that because just like Monkey, Andraz is a lot smarter than me. :)

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Guest Andraz

Well the thing is, this is not something I figured out so you are givin me too much credit. It really good if one has a knowlede of different software packages and then combine it as much as possible. And this is the recepie I discovered a while ago, with Maya.

 

But you are right, this is too geeky. Specially for mograph people.

 

bytheway govinda, if you can knock you geek out on this question: what exactly is diffusion and how does it exactly effect the material?

Edited by Andraz

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Guest TimC
Want to see the real anality? Right-click on the word 'gradient' inside the fresnel, then select 'show subchannels.'

41578[/snapback]

 

Hey Govinda, that's not anal! How would you animate the gradient knots if you didn't know that.. I'd say it is a great tip.

 

cheers

Tim

 

p.s. show subchannels also works for things like extrudeNURBS if you want to animate extrusion along only one axis.

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Guest govinda
bytheway govinda, if you can knock you geek out on this question: what exactly is diffusion and how does it exactly effect the material?

41856[/snapback]

 

'Diffusion' is where I put things like noise that I can't put in 'color' because I have a fresnel in color already and I don't want to layer. :D

 

'Diffusion' is where guys like Aurety, Pupi and the masters put shaders that make their stuff so much better than anyone else's, and so I put them there too, hoping to get stuff as good, but never quite do.

 

'Diffusion' kinda darkens things. Except when it kinda lightens things. And aside from the other times when it just makes things butt-ugly.

 

:D Actually it's the big mystery in my mind. I'm hoping that experience will show me what the hell it does. I haven't searched on it like I should. I remember Arndt explaining it but completely forgot what he said.

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