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Painting Polygons - Recreating ?
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  • Total Posts: 1177
  • Joined: 07 June 2009 05:56 PM

I would like to know how to recreate this effect Painting with Polygons in Softimage ? I’ve tried several of my own techniques trying to mimic what is shown in the video with no success.  I’d also like to know how it’s done from within Maya as well just to see the differences even though I don’t use Maya, hoping someone can show between the two.

Thanx.



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  • RainyDay
  • Posted: 01 October 2009 03:33 AM

I tried this too, but couldn’t get mental ray to show any motion blur on animated displacement.

Maybe you could create a push deformer in ICE that uses a different push strength for each point (turbulence?). Then use that instead of displacement. I will have a try when I have some time.



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  • RainyDay
  • Posted: 01 October 2009 06:32 AM

ICE push actually seems to work fine for this kind of NPR

push strength is controlled with a turbulize_around_value node. overall push influence is multiplied with a sinus node which oscillates between -1 and 1, once per frame. The push itself is not animated, this would cause flickering when animating

Plug attached compound into polymesh ICE tree (should have high enough poly count). Enable motion blur. Tweak parameters - also you could connect a weight map to the parameters to attenuate the effect for parts of the model, like around the eyes.



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Thank you this is a excellent compound.  Although I don’t understand what you mean by

“connect a weight map to the parameters to attenuate the effect for parts of the model”

Also it currently looks like a very high opacity brush effect when compared to that in the video that is in Lightwave.  Is there a way to try to get a little closer to the effect as seen in the video ?

Author: FalconCrest

Replied: 03 October 2009 04:21 AM  
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  • RainyDay
  • Posted: 04 October 2009 03:39 AM

It’s for masking. Paint weight=0 around the eye, and for example 0.2 for the rest of the body. If you connect this weightmap to the variance (=displacement) parameter of the compound, you’ll have the eyes masked out that way.

Opacity could be achieved by different shading (rimlights, no ink outline)

The brush stroke effect is trickier to do because mentalray samples motion blur in a different way than lightwave (lightwave has discrete steps which produces these brushstrokes automatically)

In the attached compound I used modulo with an fcurve to get the discrete steps. You’ll have to increase deformation motion steps in the render options however- which slows rendering down quite a bit



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The painted dog in the second image looks better then the first :)

I tried to connect a weight map to the variance slot in the ICE_Painting compound but it didn’t work. 

“In the attached compound I used modulo with an fcurve to get the discrete steps”
What do you mean ?

Is there any way in which you can get this wonderful compound you created (thank you) and have the option of changing the brush strokes on there appearance ?

Opacity could be achieved by different shading (rimlights, no ink outline)
Did you use the toon shader along with this compound ? I’ve been playing with this on a simple sphere and I have another question :) Does this compound apply a displacement map automatically to achieve the brush look ?

Author: FalconCrest

Replied: 05 October 2009 08:58 AM  
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  • loola
  • Posted: 28 February 2012 05:05 AM

Hello, just wanted to say thanks for this thread! It was really useful to me during my Masters Degree. I used your ice compound help me create my final animation. You can see it here https://vimeo.com/27782376

Thanks



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