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Duncan Brinsmead

Duncan’s Corner | Duncan Brinsmead

Duncan Brinsmead is a principal scientist with Autodesk. He is the creator of Maya Paint Effects, Maya Hair, Maya Toon, and also worked extensively on Maya Fluids and nCloth. Duncan holds an MA in Music Performance from Juilliard and enjoys playing piano as well as creating digital realizations of symphonic works in his spare time. The nuances and sensibilities from his musical background certainly find expression in all aspects of his work.

Mental Ray - Multi-Pixel Filtering Comparison

A Bag of Marbles using nCloth

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…

Posted: Feb 08, 2007
Category: nCloth
Comments: 0
Views: 8879
Mental Ray - Multi-Pixel Filtering Comparison

Creating a sphere with very uniform triangles

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…

Posted: Feb 07, 2007
Category: Tutorials
Comments: 1
Views: 4401
Mental Ray - Multi-Pixel Filtering Comparison

Creating a Toon Ocean

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…

Posted: Feb 07, 2007
Category: Tutorials
Comments: 1
Views: 6943
Mental Ray - Multi-Pixel Filtering Comparison

Rendering Thick Cloth Objects

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…

Posted: Feb 05, 2007
Category: nCloth
Comments: 3
Views: 6052
Mental Ray - Multi-Pixel Filtering Comparison

Creating a sphere with uniform triangle size

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…

Posted: Feb 04, 2007
Category: Tutorials
Comments: 3
Views: 3217
Mental Ray - Multi-Pixel Filtering Comparison

A couple of fun maya tips

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

Posted: Feb 02, 2007
Category: Autodesk Maya
Comments: 2
Views: 5104