Search found 157 matches

by Werner
28 Jan 2013, 17:42
Forum: ICE
Topic: Fur strands on displaced mesh.
Replies: 7
Views: 1089

Re: Fur strands on displaced mesh.

That is what we are doing and it seems to work ok. It's just a very slow process on 10 mill strands.
by Werner
28 Jan 2013, 16:02
Forum: ICE
Topic: Fur strands on displaced mesh.
Replies: 7
Views: 1089

Fur strands on displaced mesh.

How do you guys go about offsetting strands on displaced objects to follow the surface precisely. We are working on an animal model with very short hair, and the geometry has a zbrush displacement map applied. I'm using the same displacement map to push points up or down along their normal to try an...
by Werner
12 Dec 2012, 21:39
Forum: ICE Compounds
Topic: Wave-Curl Compound by Werner Ziemerink
Replies: 26
Views: 33280

Re: Wave-Curl Compound by Werner Ziemerink

Hi barbapapa, The quickest way to make it work with aaocean, is to go into the wave curl compound and connect the y between the 3D Vector to Scalar - Scalar to Vector. That section checks if the points on the mesh are below or equal to 0. If yes, then it moves them to 0. This helped to get rid of th...
by Werner
05 Dec 2012, 11:36
Forum: ICE
Topic: Stick particles to emit location?
Replies: 4
Views: 1236

Re: Stick particles to emit location?

Hi Zybrand, That is our problem as well. We did manage to find a work around though. There is a cool little compound called something like "deform hair" in Kristinka 3 that works. Check the Kristinka sample scenes. Not sure if it uses uv's but everything stays in the modelling stack and mo...
by Werner
05 Dec 2012, 09:13
Forum: ICE
Topic: Stick particles to emit location?
Replies: 4
Views: 1236

Stick particles to emit location?

Hi, I must be losing my mind....In the past I used to get the particle emit location and set the pointposition, so that particles don't swim over a deformed (bones) mesh. This does not seam to work anymore. I feel like and idiot because the only way I can get this to work is to do it in post sim tre...
by Werner
28 Nov 2012, 13:13
Forum: ICE
Topic: emTools:Equal Distribution on Surface?
Replies: 1
Views: 554

Re: emTools:Equal Distribution on Surface?

Argh...post in wrong place. Admin, Please move this post to the right section.

Moderator edit: no problem - HB
by Werner
28 Nov 2012, 12:51
Forum: ICE
Topic: emTools:Equal Distribution on Surface?
Replies: 1
Views: 554

emTools:Equal Distribution on Surface?

Hi, I'm having a hard time to understand the Custom distance evaluation on this tool. We are trying to drive particle size with weightmaps on a surface and also use this weightmap to manipulate the distances between particles over the surface. This would be very handy when you paint away and distanc...
by Werner
11 Jul 2012, 12:58
Forum: ICE Compounds
Topic: Digi Board Strand Compound
Replies: 0
Views: 4716

Digi Board Strand Compound

Hi guys and girls, Here is a quick compound I did a while back. It's very basic but it might be useful. The compound emits particles with strands, so create an empty point cloud with simulated ICE tree, and plug in a grid as emitter object. [media]https://vimeo.com/44923153[/media] Here is the downl...
by Werner
12 Jun 2012, 21:12
Forum: ICE
Topic: CrowdFX question
Replies: 2
Views: 551

Re: CrowdFX question

Yes that was it...or the kickstart bit when selecting the projection in the shaders that did the trick.

Thanks Hirazi and especialy Stephen Blair for the help and video. ^:)^
by Werner
12 Jun 2012, 11:33
Forum: ICE
Topic: CrowdFX question
Replies: 2
Views: 551

CrowdFX question

I'm playing around with CrowdFX and found that I can't change the actors textures. In the docs under CrowdFX "Modifying the Actor's Materials and Textures" it states that one should pick the right projection, which I did, but still nothing. I created a new model from the default pedestrian...
by Werner
11 Jun 2012, 20:07
Forum: ICE
Topic: Procedural sea shell
Replies: 11
Views: 5069

Re: Procedural sea shell

here's one more. Apperantly there is a '92 Siggraph paper on procedural seashell generation' out there.

by Werner
22 Feb 2012, 20:33
Forum: Finished Work
Topic: Bee
Replies: 6
Views: 1884

Re: Bee

Thanks diissar!

Here is the full commercial me and the talented guys at Luma did.

by Werner
22 Feb 2012, 17:22
Forum: Finished Work
Topic: Bee
Replies: 6
Views: 1884

Bee

Rendered in Arnold. Post in Photoshop.
by Werner
21 Feb 2012, 07:14
Forum: Finished Work
Topic: Sandoz
Replies: 2
Views: 1101

Sandoz

Here is our latest work.
Lots of fun to do, and well done to all the guys at Luma who worked on this.





More info and concept art here

http://www.luma.co.za/Sandoz

:D
by Werner
14 Feb 2012, 14:05
Forum: Plugins
Topic: quickPrimitive
Replies: 119
Views: 95818

Re: quickPrimitive

We're loving this tool. Thanks again!

Just one question about scale. Would it be possible to have the true scale under SRT once created?
No matter what size geometry I create, it always shows scale values of 1,1,1

Not a big problem...just wondering.
by Werner
14 Feb 2012, 11:30
Forum: Plugins
Topic: quickPrimitive
Replies: 119
Views: 95818

Re: quickPrimitive

Wow. Thanks. This will be super useful