"Bodycloud" from [Vladimir Jankijevic] how to?
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Bodycloud
si-community user anhungxadieu inquired about how to create an effect like Vladimir Jankijevic used in his popular
Bodycloud video. Oleg and Rob posted two solutions, Oleg's (vdbaccum.scn) solution using his
OpenVDBtoSoftimage plugin. A video demo of Rob's solution (mocap_kick_test.scn) can be seen here: volume_shell_over_time5
local backup: vdbaccum.scn mocap_kick_test.scn
local backup: vdbaccum.scn mocap_kick_test.scn
oleg's youtube channel / rob's website: https://sites.google.com/site/tekanoice / si-community thread
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"Bodycloud" from [Vladimir Jankijevic] how to?
hi there,
That movie look so interesting, are there anybody who know how to achieve a similar thing like this in softimage ice?
thanks for any idea!
That movie look so interesting, are there anybody who know how to achieve a similar thing like this in softimage ice?
thanks for any idea!
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Re: "Bodycloud" from [Vladimir Jankijevic] how to?
you could try it with strand trails from the animated body and then mesh them with polygonizer. still it would be difficult to achieve such a smooth result.
SI 2015 @ WIN7-64
Re: "Bodycloud" from [Vladimir Jankijevic] how to?
you can try to make this with the vdb toolset plugin http://www.si-community.com/community/v ... =27&t=4707
i have attached the sample scene(2015) with a simple animated cylinder, you can simple decrease voxel size to get more details and add substeps in the sim settings on ICE tree
https://dl.dropboxusercontent.com/u/371 ... baccum.scn
i have attached the sample scene(2015) with a simple animated cylinder, you can simple decrease voxel size to get more details and add substeps in the sim settings on ICE tree
https://dl.dropboxusercontent.com/u/371 ... baccum.scn
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Re: "Bodycloud" from [Vladimir Jankijevic] how to?
Hi,
thanks for all comments
thanks you a lot Mr.core , here i go!
thanks for all comments
thanks you a lot Mr.core , here i go!
Re: "Bodycloud" from [Vladimir Jankijevic] how to?
Very interesting, the mesh he has is very polished.
Another idea is to have a temporal duration for the mesh, the older parts start to disappear.
Another idea is to have a temporal duration for the mesh, the older parts start to disappear.
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Re: "Bodycloud" from [Vladimir Jankijevic] how to?
can you describe more?Bullit wrote:Very interesting, the mesh he has is very polished.
Another idea is to have a temporal duration for the mesh, the older parts start to disappear.
Re: "Bodycloud" from [Vladimir Jankijevic] how to?
heres my take on this.
Generate evenly distributed particles on surface with pixel particles once every frame
delete particles by age (in this case 100 frames)
mesh particles with polygoniser
also I added particles that were linear interpolated on fast moving particles like this otherwise there is gaps
and you can see the individual frames of movement like this
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Re: "Bodycloud" from [Vladimir Jankijevic] how to?
It looks very good tekano.
anhungxadieu as you can see in the tekano animation mesh disappears with time.
anhungxadieu as you can see in the tekano animation mesh disappears with time.
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Re: "Bodycloud" from [Vladimir Jankijevic] how to?
yes, i see it. it very much good so far. And i can see a linear interpolated in gaps also. For a smooth result i think we need to do a less interpolation ... what do you think?
Re: "Bodycloud" from [Vladimir Jankijevic] how to?
no, for a smoother interpretation you will need to do a bezier / quadratic interpolation or much more in between steps. I based extra points by distance moved. so 5 units was maximum foot movement in this anim = 25 extra steps and 0 units movement = 0 extra steps otherwise it is creating points on top of points and whole things stops after a few frames.
because it is a cheap linear interpretation between frames it is quite angular and would probly be better to get subframe particles generated from the mocap animation - I think this is possible and would be easier setup and look better than making a bezier interp between frames. may have a look at getting a real smooth version later using one of these methods
because it is a cheap linear interpretation between frames it is quite angular and would probly be better to get subframe particles generated from the mocap animation - I think this is possible and would be easier setup and look better than making a bezier interp between frames. may have a look at getting a real smooth version later using one of these methods
Gossip is what no one claims to like, but everybody enjoys.
Re: "Bodycloud" from [Vladimir Jankijevic] how to?
here I've plotted the motor mocap file and set simulation substeps to 5 in the particle simulation settings option. no need to linear interpolate anything and much simpler and smoother results.
here is scene file (2015) https://drive.google.com/file/d/0B0WD7f ... sp=sharing but pretty straight forward setup, you will need pixel particles but not necessary you could use a dart throw to cover geometry evenly with particles
here is scene file (2015) https://drive.google.com/file/d/0B0WD7f ... sp=sharing but pretty straight forward setup, you will need pixel particles but not necessary you could use a dart throw to cover geometry evenly with particles
Gossip is what no one claims to like, but everybody enjoys.
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Re: "Bodycloud" from [Vladimir Jankijevic] how to?
hi Tekano,
Really nice result , i will take a look that scene file. Thank you!
Really nice result , i will take a look that scene file. Thank you!
Re: "Bodycloud" from [Vladimir Jankijevic] how to?
Looks great, and thanks for the scene.
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