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Duncan's Corner

A Bag of Marbles using nCloth
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A Bag of Marbles using nCloth

Posted 9 February 2007 3:20 am by the area on The Art of VFX

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This tutorial uses a trick where one can have an nCloth behave like a particle system where the particles can self collide. This is vastly more efficient than trying to model all the marbles as little rigid ncloth spheres. The marbles are in the bag and thus do not need to render. I will show in a later tutorial how to render these nCloth "particles" using the standard Maya particle rendering.

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Creating a sphere with very uniform triangles
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Creating a sphere with very uniform triangles

Posted 7 February 2007 9:26 pm by the area on The Art of VFX

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After some experimentation I realized that my last tutorial on this topic creates a sphere that is not as uniform as one might wish. Here is a better solution to the problem of creating a sphere with a uniform triangle distribution.

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Creating a Toon Ocean
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Creating a Toon Ocean

Posted 7 February 2007 7:57 pm by Duncan Brinsmead on Duncan's Corner

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One of the more difficult things to toon shade is water. A difficulty with the Maya Toon feature is that currently it does not work with the Maya Ocean feature, or for that matter, displacement mapping in general. One can convert the displacement to polygons, but for an ocean one needs the animation and displacement to poly does not support history. One workaround is to create several blendshapes and animate between them, but this is tedious. The following tutorial takes advantage of the ability of the toon shader to create an interactive displacement mapped mesh.

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Rendering Thick Cloth Objects
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Rendering Thick Cloth Objects

Posted 5 February 2007 9:37 pm by the area on The Art of VFX

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With nCloth it is simple to give the cloth a specific thickness for simulation. However one may also wish to render the cloth showing the thickness. In general it is much preferable to simulate on a simple flat cloth object with thickness then add construction history downstream to turn the flat cloth into a thick 3d object.The following technique can be used not only to add thickness to garments, but also to create more complex 3d objects, thick rubber slabs and gumby-like characters.

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Creating a sphere with uniform triangle size
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Creating a sphere with uniform triangle size

Posted 4 February 2007 9:21 pm by the area on The Art of VFX

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The default poly sphere primitives in Maya have poles at the top and bottom. There is a simple technique to create a sphere with uniform distribution of triangles with no poles. This is especially useful for dynamics applications, such as with nCloth.

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A couple of fun maya tips
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A couple of fun maya tips

Posted 2 February 2007 9:16 pm by the area on The Art of VFX

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I thought I'd share a couple of my favorite Maya tips.

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A very simple nCloth flag
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A very simple nCloth flag

Posted 31 January 2007 9:48 pm by the area on The Art of VFX

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Here is a very basic workflow for creating a flag using the new nCloth in Maya8.5.

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Nucleus and nCloth in Maya8.5
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Nucleus and nCloth in Maya8.5

Posted 25 January 2007 9:44 pm by the area on The Art of VFX

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Now that Maya 8.5 is out I finally have an opportunity to update this blog. I have been working on the nCloth feature and now that it is in user hands I hope people will have fun with it. NCloth is the first thing in Maya to use our new Nucleus solver framework. Over the next few weeks I hope to populate this blog with several tutorials on nCloth.

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Creating a dynamic telephone cord
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Creating a dynamic telephone cord

Posted 17 October 2006 8:57 pm by the area on The Art of VFX

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This post shows a simple and fast method for creating a dynamic phone cord using Maya Hair.

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Forest Road using Paint Effects
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Forest Road using Paint Effects

Posted 31 August 2006 9:09 pm by the area on The Art of VFX

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This example scene shows Paint Effects trees and grass used to create a forest along with some fog. In order to get the lighting in the clearing the way I wanted I used several very bright spotlights with fairly high resolution shadow maps. The leaves and branches are animated using the built in turbulence on the pfx brushes. I used translucence on the leaves so they would back light and as well edited the shadow color on some lights to allow more light to penetrate through the leaves, simulating scattering a bit.

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