Gord.T
03-02-2009, 01:36 PM
I deleted my other thread and replaced it with this one now that I have an entry in.
Hopefully this one will be more readable, although it's pretty long winded also.
I had a number of other ideas for entries as well but got side tracked with other things including this.
So, since I'd recently aquired the ability to mesh C4D moraphed thinking particles with Real Flow, I'd thought I'd do an entry with that.
The down side is I only had a few days to work on it.
One of the big issues was with the complicated tiangulated mesh and how it deforms unpredictably.
It wasn't exactly designed for this type of stuff.
There were a number of advantages though.
C4D handles the larges meshes very well memory wise so there's little lag there.
Conversly, I tried using morgraph to morph the poly's of 2 text words using the Mograph Fracture object with an Inheritance Effector.
The resulting lag was unusable. And in other tests the polys would not line up on the destination object.
Each letter of text had around 2000 polys. That's 14 letters total for 'dvxuser' and 'cgifest'.
So using meshed particles instead was much more managable.
I chose to handle importing C4D's TP's into RF via a .bin file which RF reads in immediatly by way of RF's BinLoader emitter.
The background was done by mographing particles onto the surface of a sphere with a matrix object generating TP's with the camera inside looking at the inner surface. A Random Effector then broke up the pattern and that was written out as a RF bin file.
The sphere had around 20K particles before meshing and 297K after with 563K polys.
In C4D I used an instance of it with some rotation offset to make it denser looking.
Then apllied a standard Wind Deformer object which did not do what I wanted exactly.
I was trying to get the blobs to undulate. I tried texture noise displacements but got unexpected results. I'll have to figure out why when I get some more time.
I also generated depth maps that I was hoping to use in the composite but was down to the wire and couldn't get them in.
In conclusion, I wouldn't be surprised if a number of people hate it. It's certainly not very pretty to look at.
But it was worth doing as an experiment. In the future I'd like to try using this style with some creatures maybe, or bugs, and maybe on some landscape objects that might look interesting in a horror setting.
So here's a couple grabs of the first frame.
---
No.9 Blue:
http://i179.photobucket.com/albums/w289/TheRaptor365/misc/n9bs1_000.jpg
---
No.9 Red:
This one is non-compete as it is the same video as above but with a red background.
BTW, the back material is just a flat color. I was looking at using more exotic textures but I didn't have the render time available.
http://i179.photobucket.com/albums/w289/TheRaptor365/misc/n9rs_1000.jpg
---
Allllrighty then.
Hopefully this one will be more readable, although it's pretty long winded also.
I had a number of other ideas for entries as well but got side tracked with other things including this.
So, since I'd recently aquired the ability to mesh C4D moraphed thinking particles with Real Flow, I'd thought I'd do an entry with that.
The down side is I only had a few days to work on it.
One of the big issues was with the complicated tiangulated mesh and how it deforms unpredictably.
It wasn't exactly designed for this type of stuff.
There were a number of advantages though.
C4D handles the larges meshes very well memory wise so there's little lag there.
Conversly, I tried using morgraph to morph the poly's of 2 text words using the Mograph Fracture object with an Inheritance Effector.
The resulting lag was unusable. And in other tests the polys would not line up on the destination object.
Each letter of text had around 2000 polys. That's 14 letters total for 'dvxuser' and 'cgifest'.
So using meshed particles instead was much more managable.
I chose to handle importing C4D's TP's into RF via a .bin file which RF reads in immediatly by way of RF's BinLoader emitter.
The background was done by mographing particles onto the surface of a sphere with a matrix object generating TP's with the camera inside looking at the inner surface. A Random Effector then broke up the pattern and that was written out as a RF bin file.
The sphere had around 20K particles before meshing and 297K after with 563K polys.
In C4D I used an instance of it with some rotation offset to make it denser looking.
Then apllied a standard Wind Deformer object which did not do what I wanted exactly.
I was trying to get the blobs to undulate. I tried texture noise displacements but got unexpected results. I'll have to figure out why when I get some more time.
I also generated depth maps that I was hoping to use in the composite but was down to the wire and couldn't get them in.
In conclusion, I wouldn't be surprised if a number of people hate it. It's certainly not very pretty to look at.
But it was worth doing as an experiment. In the future I'd like to try using this style with some creatures maybe, or bugs, and maybe on some landscape objects that might look interesting in a horror setting.
So here's a couple grabs of the first frame.
---
No.9 Blue:
http://i179.photobucket.com/albums/w289/TheRaptor365/misc/n9bs1_000.jpg
---
No.9 Red:
This one is non-compete as it is the same video as above but with a red background.
BTW, the back material is just a flat color. I was looking at using more exotic textures but I didn't have the render time available.
http://i179.photobucket.com/albums/w289/TheRaptor365/misc/n9rs_1000.jpg
---
Allllrighty then.