Adam Trachtenberg
Forum Replies Created
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That’s pretty good, but there are a number of other ways you could do it too, depending on which modules you have. For example, if you have MoGraph you could use a random effector in deformer mode, set to use animated noise. Or for the best conrol, if you have Mocca, you could morph the spline shapes with the morph tag.
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I would guess that they used a combination of particles/Pyrocluster and volumetric lights with noise for the cloud effects, and lights with the glow/flare effect for the stars.
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I have very little experience with Maya but about everyone I know who has used both says Cinema is much easier to learn.
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It really depends how much interaction you need (wakes, foam, ripples, etc.). If you just want an ocean surface you can use a large plane with bump or diplacement. The Material>Surface>Water shader works well for this, or you can layer it with different animated noises.
There are other options depending on the specifics of what you require — need more info.
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Not sure what they used either, but there’s nothing in there that couldn’t be done with Cinema.
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There’s also a built-in poly reduction object which works reasonably well. Make sure you convert it to an editable object after you get the settings to your liking — otherwise it may be even slower than before.
I’m wondering if there’s something in your S&T settings that might be contributing to this, though. Sounds like you just need outline line style and no strokes. Is that what you have?
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Frontal projects the texture straight from the camera direction, so any movement of the object or camea will change the appearance.
You have a couple of options to sort this out:
1. Create a camera from the view that has the textures working, then switch your texture tags to Camera projection and reference the newly-created camera; or
2. Select the texture tags and run [Object Manager>Tags>Generate UVW Coordinates].
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Adam Trachtenberg
September 20, 2007 at 3:59 pm in reply to: Boole and mograph, do they work togetherI tried it and it works fine here. Your heirarchy should be:
Boole
..Boole
….Cube
….Sphere
..Text Object -
Never heard that one before, and I don’t see any options to prevent it. How are you trying to mirror it in Cinema that you’re running out of memory? Seems like that shouldn’t happen as it can’t be *that* high poly (due to inherent poly count limit in .3ds format).
FYI, if you aren’t already, I would recommend using the Coords Manager for this. Set the Scale column’s dropdown to “Scale”, then type “-1” in the X box and hit apply. You’ll then have to flip the normals around, assuming they were pointing the right way to begin with.
You might also run Function>Optimize on the model, as .3ds files sometimes come in with unwelded or duplicate points.
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Adam Trachtenberg
September 19, 2007 at 12:14 am in reply to: Building a container to hold then release particlesSorry, I’m kind of tired and realized I did a poor job explaining above. I put together a file which will hopefully give a better idea what I’m talking about. In the example I used two particle groups which is one way to do it, but not strictly necessary.
https://www.3danvil.com/tutorials/tp_vols.zip