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Scene Files from Tech Talk
Posted: Dec 03, 2009
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Scene Files from Tech Talk

This Siggraph I gave a tech talk that you can also check out online:

area.autodesk.com/inhouse/videos

I promised to post scene files from this talk and here they are. ( sorry for the delay in posting these! )

TechTalkScenes.zip


The above file contains all the scene files along with a few textures. Some of these I may eventually turn into tutorials on this blog, but for now they are provided without any explanation other than that provided by watching the tech talk. All the files are for Maya2009 or later, but some may work O.K. with earlier versions. The files included in the zip are (in order of presentation in the talk ):

NCloth Techniques
arrowAttack.ma
arrowAttackFlagTear.ma
sidewinder3.ma
basicWormCloth.ma
wormsInMud.ma
newLathe.ma
spinConfetti3.ma
lungsNcloth.ma
ribbonPath.ma
paperAndGlue.ma
paperAndGlueSnap.ma
paperGlueCyl.ma
paperGlueCyl2.ma
paperGlueGrid.ma

Paint Effects
electricArc.ma
plasmaBall.ma
pfxScroll.ma
sunsetPines2.ma


nParticles
reactionDiffusion.ma
coloredSteam2.ma
twisterControl.ma
particleStreaks.ma
cellSplit2.ma
lavaLamp.ma
cloudTank2.ma
nParticleBlast.ma

Fluids
candleWaxDrip.ma
ooz.ma"
fluidFeedback.ma


Reflection Fractals
reflectSphereInCube.ma

Fun Simulations
waveSwinger5.ma
orbits2.ma
phobosCapture.ma
orbitalDebrisNatureCascade.ma

 

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Newest users comments View All 28 Comments
Posted by JIG on Jun 18, 2011 at 02:32 AM
hi ! Duncan,
Thanks
Posted by cole McCartney on Jun 02, 2011 at 01:49 AM
thanks !! Duncan
Posted by Duncan Brinsmead on Mar 24, 2010 at 05:19 PM
One possibility might be to directly render the blobby surface, rather than converting particle to poly. Instead of using blobbyRadiusScale, make the particle radius larger. With the blobby surface render method on the particle system it will render the true iso surface, not the mesh. (raytracing is a bit slower than with a mesh, but it generally works OK) If you look at my tutorial here on pouring water with nParticles it describes both the mesh and the direct blobby render techniques. With the direct blobby render technique you can have your big particle as large as desired as no triangles are ever generated.

If you must have a mesh, perhaps you can keep the triangle size relatively large on the nParticle mesh, but then smooth the result( hit the 3 key ). On the mesh shape you may wish to make the division levels(smoothMesh:Subdivisions) 1 instead of the default 2 to keep the triangle count down. It will also halve the total faces if you use quad output(which also smooths better than triangles)

Yet another technique that could work is to do a boolean union on spheres then smooth the result of the union. A difference operation can be used for inside membranes merging with the outer membrane.
Posted by porchb@hhmi.org on Mar 24, 2010 at 03:35 PM
Hi Duncan,
I'm a scientific animator. We met at siggraph briefly outside of a biological visualization Birds of a Feather meeting. I'm trying to repurpose your lava lamp demo to show endocytosis, how cells take in molecules, viruses, or bacteria using nCloth. The idea is to create an inward bubble in the cell membrane which engulfs some material and pops off from the cell membrane inward. here's a decent image of what I'm trying to achieve: en.wikipedia.org/wiki/Endocytosis. I've done it in the past with morph targets and separate geometry which was a real headache. The lava lamp demo is similar in that blobs pop off of a source but I'm trying to make the cell surface much larger than the bubble popping off and I'm running into mesh resolution problems. Any ideas?
Thanks
Posted by Duncan Brinsmead on Mar 05, 2010 at 05:28 PM
Threading nCloth is of course something we would like to do in future, but I can't comment as to future releases.