Forum Replies Created

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  • Hayden Martin

    February 20, 2017 at 8:11 pm in reply to: Screen Space Subsurface Scattering with Zdepth Buffer

    Hmmm I think you’ve misunderstood me with regards to the final effect that I want to achieve.

    I’m looking to be able to do this in after effects: https://http.developer.nvidia.com/GPUGems/gpugems_ch16.html

    Using a Zdepth Buffer, or “depth map”, you can create subsurface scattering effects. This is often used in gaming and compositing.

  • Thanks for getting back to me Adam,

    How would I go about doing that exactly? Never thought to use the MoSpline…

    I’ve attached the scene file just so we’re both on the same page!

    Cheers,

    Hayden

    10757_tentacle.c4d.zip

  • Hayden Martin

    October 25, 2016 at 8:16 pm in reply to: Self Colliding Vine / Moss Growth

    Ah yes i’m familiar with this but its only really good for distance shots – plus i want something reliable and controllable. I saw x particlea can do it but i understand TP can as well?

  • Hayden Martin

    February 13, 2016 at 7:35 am in reply to: Activate Rigid Bodies Upon Contact with Shape

    I mean, i had these 2 ideas…

    Apply the Sound Effector to Fracture Object with parameters effecting the position and set collisions to be triggered by certain amount or velocity peak

    OR

    Create greyscale video Sound “map” in AE of the music, then multiply a high contrast noise layer on top – set the parameters to effect motion and adjust collision trigger / velocity sensitivity – they should fall in patches to music – create spherical Falloff inside camera…

    Its so overly complicated. I’ve tried everything. I just wish there was some way a noisey spherical falloff could SWITCH ON the collision dynamics like it can for visibility…

    Im reality the nearest example I can give visually would be the leaves fallibg off a tree, or plaster off a ceiling – this happens on it’s own and is not caused by dramatic collisions…

  • Hayden Martin

    September 22, 2015 at 6:29 am in reply to: Making metaball droplets roll down a surface

    I’m sorry, I don’t follow. Your comment has lost me – could you please reiterate?

    Here is a breakdown that demonstrates nearly exactly what I want: https://vimeo.com/45411751

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    thinking particles – rain on car – wip001 from Ederer on Vimeo.

    The only difference is that this demo does not feature rain drops falling through the sky and making contact with the surfaces…

    I’m not too worried if this is the case but it would be ideal to figure out how to get these particles to;

    1. Fall from an emmiter,

    2. Stick to a surface,

    3. Roll down it,

    4. Build up and proceed to fall off.

  • update

    I’ve compressed each tube segment into closely arranged layers – these 3 pics show it at different angles…


    I’m figuring that maybe what I need to do is somehow create a spline dynamics tag that is constrained only to the Z axis…

    How do I do this?

  • Hi Dave

    I apologise if I didn’t make this clear earlier

    But it is the entire image that needs to become stained glass

    I can make a background easily – it is the conversion of a moving character into smart moving cels reminiscent of PhotoShop’s “Stained Glass” filter that I am struggling with

    Cheers!

  • Hayden Martin

    May 7, 2015 at 4:46 pm in reply to: ‘Smoothening’ subject motion

    Great response

    can you link me to any video examples of these smoothening techniques happening? examples would be very helpful and then I could probably get hold of a tutorial – unless you have seen one?

    Thanks for getting back to me

  • Hayden Martin

    May 7, 2015 at 12:44 pm in reply to: ‘Smoothening’ subject motion

    The way I see it, would be to somehow apply a ‘smoothen’ expression to the motion vector data, creating more bezier based pixel paths rather than linear

    I’ve seen the effect I’m after done with parallax 2.5D photography using the puppet tool, but I cant do that in this case – fortunately, the model is against green screen though

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