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Welcome to Duncan's Corner
Posted: Aug 21, 2006
Category: Welcome
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Welcome to Duncan's Corner. I hope you find this site useful. My intent for this blog is to provide tips on creating 3D imagery, with a focus on using Maya. I currently develop software for Maya, but I was once an animator and find empathy for those struggling with the complexity of this software while at the same time feeling the exhilaration at the freedom we now have to create animations. Around the year 2000 or so we passed a point where any vision one could imagine became possible to create on screen( at least if the budget was large enough ). Animation will remain a huge technical challenge for a while into the future, but more and more the bigger challenge will be the demands of vision, imagination, acting and story creation.
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Posted by johnwave on Oct 07, 2011 at 11:20 AM
Thanks a lot for answer.
I will try both approaches in order to see exactly where it can be apply better.
I'll come back with the results .
Thanks again,
Boieriu Ioan
Posted by Duncan Brinsmead on Oct 07, 2011 at 08:54 AM
A feather system is a bit complicated to explain here. There are a lot of approaches depending on your needs. If you need accurate self collisions of the feathers then nCloth would be the way to go. Keep each feather very simple... perhaps just one or two quads... get the feather profile and shading all in the shader using alpha maps. Anisotropic shading could help where one makes the anisotropic direction the barbs direction... mainly for the effect of specular... bump mapping affects diffuse which you don't want and needs high antialiasing. You can smooth the mesh downstream of the cloth solve to avoid nickling of edges. Attach the feathers to the bird using nConstraints.

One can do feathers with the hair system, but you may have trouble with self interpenetration of feather. If you create a hair system assign a pfx brush to the hairsystem then make flatness 1 = 1.0 and convert the hair to poly. (make globalScale on the brush 1 and clumpWidth zero on the hair system. Then set the feather width using the hairWidth. This will give you dynamic flat planes that you can then apply feather texturing to.
Posted by johnwave on Oct 06, 2011 at 11:34 AM
Hi Duncan,

I've started a new personal project: creating a bird (eagle for example) as realistic as I can (from modeling, texture, rig & render).
My problem comes at creation the feathers and the dynamic solve.
I have the next solution in mind:
- for a part of the feathers (the big ones on the wings) I plan to create polygonal planes with hires texture & some rig for them (Ik splines & hair curve system)
- for small puff I will used some fur (near the beak) & hair system
- for the body's feathers I plan to use either geometry & hair system or PFX & hair system

my question to is:
There is a possibility to attached directly geometry to a hair system, (like a instance) like Shave has the geometry Instance to hair?

Thanks.
Posted by Zilverado on Feb 14, 2011 at 10:29 PM
Hi Duncan,

I am trying to figure out if Maya or 3dsmax will make better use of a Render Farm and which is easier to configure. We've been looking to buy Maya 2011 but some distributor told us that Maya had the problem that it will not relay completely in the farm for the render and it will keep using the design machine, being 3dsmax a better choice in this matter. The reason for a render farm, as i understand is to speed up render times and freeing the design machine so you can continue with your work while the farm takes care of rendering.

Any light that you can contribute i this matter will be appreciated.

Thanks in advance.
Posted by Cris Choi on Sep 28, 2010 at 11:44 PM
Thank you so much sir.
This blog is so much informative.