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HappyPolygon

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Everything posted by HappyPolygon

  1. HappyPolygon

    Acanthometra

    From the album: Personal Projects & Experiments

    A year ago I was experimenting with complex organic forms called Radiolaria. I also have a book about them since highschool. https://www.amazon.com/Art-Forms-Ocean-Radiolarian-Haeckel/dp/3791333275 Heavy use of Voronoi Fracture, Volume Builder, Chamfergen, Edge to Spline and Remash.
  2. I don't think the Delay effector works this way. It's either the Time Effector you want or the MoInstance
  3. From the album: Personal Projects & Experiments

    This is procedural. Still a work in progress as the subdivision of the pieces is wrong and also the proper subdivision for Γ and L is skewed ... Maybe I'll try doing it with other methods.
  4. Try putting the MoSpline under a Connect and use the Connect under the Cloner.
  5. Select your Sweep RMB Bake as Alembic (+ Delete) Open the Timeline (F-Curve) Drag n' drop the Alembic Sweep to it Select it and go to Functions -> Bake Objects... Select what you need (I selected everything) Export the new baked object as FBX In the settings panel of FBX Export I enabled everything under the Animattion -> Tracks For some reason for me when I enabled Selection Only, the reimported FBX did not animate. It might do for you. When I imported the FBX back to C4D for verification it didn't animate. But it did when I checked Vertex Cache to PLA.
  6. LOD is usually affected by camera distance Also note this: I think this means you won't see any deformations unless you bake it. For high-rez object deformations consider the Mesh Deformer You make a simple cage around the high-rez object and you only deform the cage. It is supposed to be computationally faster than deforming the original object.
  7. HappyPolygon

    Cloth motif

    From the album: Personal Projects & Experiments

    Experimenting with Waclaw Szpakowski's patterns. I tried giving a new dimention to his work. This is the first time I ever give a try to Irawan shader. I'm very surprized ! This took 4 hours to render though... Also a nice experiment scene to try out the CG Axis texture bundle I purchaced some months ago. I only used the Normal Map. Base model using Turtle Mode from MoSpline. Some Extrude, some Remesh, some SubD and a Smooth deformer.... I like how it looks like the geometry is wooven.
  8. Usually for reducing the poly count we use the Polygon Reduction Just make sure to use Current State to Oblect and delete the original because generators sometimes recalculate under unexpected operations.
  9. Even Chris Smidt had issues with his old GPU and was very hesitant using it live.
  10. Melaina Mace is a CG Supervisor at DNEG with more than a decade of experience in feature film and television VFX. With a background in digital matte painting and CG environments, Melaina is passionate about creating new worlds and enjoys the technical and creative process involved in visual storytelling. She has contributed to over 40 projects, from feature film blockbusters (Wonder Woman, Deadpool 2, The Matrix Resurrections), to award-winning films and television series (Blade Runner 2049, Game of Thrones, Foundation). As a CG Environment Generalist Supervisor on Foundation, Melaina received a VES Award nomination for Outstanding Created Environment in an Episode, Commercial or Real-Time Project. Melaina was CG Supervisor on the HBO hit series The Last of Us. The video is from SIGGRAPH 2023
  11. the Vertex Map is used to drive the Pyro smoke generation and used under the Density attribute The Circle Spline is used as a mask to reveal the underlying Shader Field. This gives a random surface emission for the Pyro for realism. Does nothing. It was set to Color by accident, probably enabled when I used them under the Plain Effector for the Particles. Nothing triggers them. They exist from beginning to end. They just get visible when they get a bit above the Plane They just follow the deformation of the Plane but pop-up only where the Cylinder Fields allow them
  12. No matter what the consumer trend is I think the main drive behind it is always the client's needs. If the client wants fluid simulation or fire then the studio will ask for a Houdini specilist and secondarily some other software like Real Flow or Navié Effex and Arnold. If the client wants product placement of complex things like shoes or characters for cinematic shots for games then it's ZBrush and RedShift. If the client want's animation of characters or crowd sims it's Maya. If the client want's architecture it's AutoCAD, 3Ds Studio and Vray. Blender and C4D have specific limitations but also a wide use for preτty much everything. Blender download counters don't mean a thing. I've downloaded it countless times but it's controversial if I will open it twice a year. Like with C4D, the best Blender users are those who have been using it since early versions. Many ask for Blender artist but I don't think they will all find the right person for the job. I think nowadays the 3D visualization industry is just looking for wizards. Like in software engineering they expect to either know a ton of languages and helper technologies with 25y experience or have an asian-level of expertise in one particular language to do everything with it. As long as the job can be done. The difference with 3D is that there will never be a job opening for someone with experience in POVray to maintain a 1997 project. All this conversation brings the question "what about home-brew software ?" What kind of software experience do they seek for newcomers. How much time does Pixar, Disney, WetaFX need to train their stuff for RenderMan, Presto, Hyperion, Meander, Tonic, Manuka, Odin, Tissue...
  13. Maybe they used this https://www.cgchannel.com/2023/08/trikingo-releases-character-tracker-for-maya/
  14. Hard for me to accept the screen idea ... At whos' cost was that the purchase ? Productions' or performers' ? How did they even move it to the stage ? What kind of screen is this if it extends all way ap to the ceiling ? Screens like this are only put on buildings and I'm not sure how modular they are (number of pieces) ... There must be some very elaborate rig behind that screen to keep it up, and it has to be designed for fast assembly and disassembly... I've never seen how they put up screens for concerts but I don't think they do this in 20 min... I don't think it's possible to match the viewpoint for some number of viewers in the audience. That would require for the screen to be 3D... I'm not aware of a screen that big to be 3D and not require glasses. I think different angles where only viewed by the television.
  15. Maya - 667 Unreal - 394 Photoshop - 306 Houdini - 243 Unity - 221 Nuke - 221 Python - 203 3ds Max - 186 C++ - 182 Substance - 164 ZBrush - 156 Blender - 147 Shotgrid - 108 After Effects - 91 MotionBuilder - 80 Illustrator - 77 C# - 68 Arnold - 62 Harmopny - 43 Mari - 42 C4D - 40 Katana - 35 Perforce - 33 Vray - 31 Flix - 31 RedsShift - 28 Premiere - 25 Qt - 21 Figma - 18 Spine - 18 Storyboard Pro - 17 Ftrack - 17 Mudbox - 17 Marvelous Designer - 17 Renderman - 15 Vue - 15 SpeedTree - 14 Lua - 14 Mantra - 10 Avid - 9 HLSL - 9 Modo - 8 Yeti - 6 Softimage - 6 Gaea - 6 Corona - 5 Silhouette - 5 CryEngine - 5 Marmoset - 4 Terragen - 4 SynthEyes - 4 Clarisse - 3 Quixel - 3 Golaem - 2 Octane - 2 3D Coat - 2 Lightwave - 2 Krita - 2 Shuriken - 2 World Machine - 2 Megascans - 1 Artstation has this joblist, not sure if a good indicator though because jobs get registered and then filled very quick: Photoshop - 124 Unreal - 112 3ds Max - 107 ZBrush - 90 Blender - 82 Unity - 69 Substance Painter - 69 Substance Designer - 63 Houdini - 36 AfterEffects - 23 Illustrator - 17 Nuke - 10 Cinema4D - 3 I've sent them an email kindly requesting some statistics (if they have any)
  16. I have some questions .... What's the difference between an Art Director and a Creative Director ? Does the Creative and Art Directors get paid more than the Designers ? What Live Action ? the hand ? so they hired an other studio for the hand ? What's a DOP ? What profession is a Talent ? They hired an other studio for Clean up & Colour ? Sooo... 3 studios and more than 14 people where involved for a 30 sec animation... How much could that cost ?
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