02.16
entertainment engineer
Some month ago I created the dynamic leaf setup of a tree character (more tree than character) for a 2nd year animation project at Filmakadmie. Now I just saw the final film for the first time. Nice colours!
Directed and animated by Johannes Peter.
The video shows an early test of the particle leaf system using some dummy replacement geometry. But gives an idea.
I always wanted to know how that whole DSO thing for creating procedural geometry at rendertime works.
Played around with it by making a single point being replaced with random 20k points by a python script which is called by the renderer.
The whole process is very straight forward and with python its perfect for debug and prototyping as well. Maybe this is something I could use for some projects coming up in winter.
The sequence you see is rendered from command line with 3delight at about 2fps. Think there is some calculated prettyness about it, isn’t it?
I did the on set vfx supervision and houdini fx for a jeans commercial at Filmakademie. Here now the final clip.
wrote a little shatter script in python for shattering arbitrary geometry in maya. it’s based on a voronoi approach, dividing the objects recursivly to achieve good sized chunks. cuts are only flat so far, rough and jagged cuts might follow if I find the time and urge to implement it.
The video shows shattered objects (4 rounds of recursion) made to maya RBDs. So no credits for the bad sim.
The ivy generator now supports proper guide curves. The curve overrides addhesion forces towards meshes on a branching level of choice. It’s possible to sculpt some funky structures by hand and let the growth follow it with full accuracy. Still it hast its “ivyish” look to it.
The demo video shows ivy growing from a single seed point along the red guide curve (ok, it’s a tube…). 2nd level branches show normal ivy behavior by clinging to the column in the middle. If the column is too far of, the grow upwards on their own (depending on settings).
If I’m donw with the main features I gonna add some cool example scenes to show off.
There is this program called Framstix, that simulates evolution of life using a quite sophisticated approach. The idea of making something similar is pondering in my head for some time and so far never got out of the stage of some random code adding characters to words and spitting them out to the shell.
This now is PYLUTION VERSION 3! Still nothing fancy. Just creates an organic structure based on an L-System approach using a simple grammar which one could also call a genome. Will work on that from time to time.
Just for the interested. Completely done with python and pyOpenGL, probably around 150 lines of code.
The ivy generator continues to improve. No added nice leaf instancing and leaf growth. Made a translucent shader and some textures as well.
I just did. Why write your own blogging software when there is such a handy thing… ehm… at hand?
Will start relocating things from the old one in the next weeks…