Pravin Chottera
Forum Replies Created
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Pravin Chottera
September 9, 2014 at 5:41 pm in reply to: Anti-aliasing of Obscuration Layer (Particular)Interesting solution Kevin. But what if I wanted my text layer to move through z-space? Would I have to keyframe (or link using expressions) the near/far vanish of my particles with the position of my text?
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Pravin Chottera
September 9, 2014 at 5:36 pm in reply to: Anti-aliasing of Obscuration Layer (Particular) -
In case anyone was interested, I found a thread discussing how to fake this effect here: https://forums.cgsociety.org/archive/index.php/t-1088321.html
I was able to make this:
While I’m satisfied with the results, I would be great to figure out another way to do this. Especially so that creates a consistent width throughout the majority of the connection, which is less than perfect.
Can this be done in RealFlow? Or some other liquid sim?
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Awesome! Thanks!!
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I tried adjusting bounce and it did look very cool! I need my object to hit very specific positions, so I’m depending on using Follow Position, but the “realness” of using a real bounce is very neat.
But after experimenting a bit more, I ran into a very interesting problem.
I made a little video to show you what I mean.
And as a follow up, I tested what the blob would do in the space between two different objects, and it was fine:
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In case you were wondering, keyframes and Follow Position works like a charm!
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I know this is a very old post and may have been answered in other places, but you can keyframe the movement of ball and then turn on Dynamics with the Follow Position parameter set to a value greater than 0.
The ball will then use the position keyframe data for movement, but Cinema will still respect the soft body collisions.
Using attractors would take a lot of tweaking to move the ball the way you want it to, but I’d love to see the results you were able to achieve. Maybe the bounce movement would be more realistic.
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So I tried putting the sphere with sub-polygon displacement in a Connect object, but it seemed to produce the same result.
However, I realized I hadn’t actually tried the Displacement deformer, which gave me what I wanted. No Connect Objects or Hypernurbs, just a lot of polygons on the sphere.
Check it out:
The last thing I want to figure out is how to give it a very frenetic bounce, like it’s super excited and is bouncing off the walls.
I was thinking about using the Follow Position parameter and key framing the bounce because I can’t seem to get a violent enough bounce through pure dynamics. I tried using attractors and I tried adjusting the Bounce settings, but I’m not getting the look I want.
I believe Follow Position allows you to keyframe the movement and still calculate dynamics, but if not, do you have any suggestions on how one could do this?
BTW, I tried it with a hard body and got some fun results too:
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I knew it was just one button I was missing!
Many thanks!




