Marvelous Machines Entry [WIP]

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checking that the spacing makes sense

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spacing.jpg (605.8 KB)

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Some final tweeks on the shaders to reduce shininess. I think that this completes stage 1 of that component.
Time to revisit the electric motor.

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gal.png (1.4 MB)

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Working on some of the smaller bit and bobs that don't require too much detail.
Edited by redaborchardt - Oct. 31, 2016 12:56:32

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smallstuff.jpg (552.1 KB)
smallstuff.jpg (1.0 MB)

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Someone please shoot me. I just noticed that Quixel can export to the Disney shader!!!!
The heavy iron bit is now a lot better.
Edited by redaborchardt - Oct. 31, 2016 14:21:21

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closeup.jpg (1007.0 KB)
smallstuff.jpg (1.2 MB)

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Here is a quick tutorial on how to use Quixel in combination with Mantra.

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redaborchardt
Working on some of the smaller bit and bobs that don't require too much detail.

I like the worn out cylinder in the top image in post #3, looks authentic.
Edited by _Christopher_ - Nov. 1, 2016 01:14:37
【T】【C】【S】
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Due to business travel, I am currently away from my main machine and on a Notebook for the next 2 weeks.

Instead of working on my main scene, I am currently using my time to really learn about shading and texturing in Mantra.

Since it's hard to find free and non-branded shaders balls, I decided to work on my own version. Here is the result so far.

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ball.PNG (488.0 KB)

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Gulp…is that some kinda Mantra erection I see? LOL

I think SideFX should do these every year, I'm finally getting a chance to use all the knowledge I've gained from all those Vimeo tutorials I've watched in '16.
Houdini Indie
Karma/Redshift 3D
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This is slowly turning into a digital asset. Next step is to work on the studio environment.

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Capture5.PNG (19.1 KB)
Capture1.PNG (918.6 KB)
Capture2.PNG (775.5 KB)
Capture3.PNG (780.4 KB)
Capture4.PNG (837.1 KB)

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Scene is completed.
Parameter interface added for easy labeling and switching the wings on and off
Edited by redaborchardt - Nov. 8, 2016 10:49:44

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shaderball.png (772.8 KB)

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Here is the scene and a view of the UV mapping. Feel free to use it.
The ground texture is generated using a COP found in /img
Edited by redaborchardt - Nov. 8, 2016 11:28:02

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uvmapping.jpg (549.7 KB)
ShaderStudy.zip (1.1 MB)

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So many aspects to learn and so little time.
Now comes what I anticipate to be the hardest bit of the entire project, which is to build the little latch that holds the top piece in place before it drops.

Edited by redaborchardt - Nov. 12, 2016 22:14:51
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I have managed to have the animation start at frame 1 by specifying an initial simulation state and the sim is now cached to disk.

The video above has been updated with a 20 second long animation at the end (incl. Timecode) of the display in charge of counting the seconds.

PS: I would encourage you to use the left and right keys to scrub exactly one second back and forth in the Vimeo player at the end.
Edited by redaborchardt - Nov. 14, 2016 12:55:55
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The wonders of for loops and accessing DOP Geometry using the network:*/Geometry notation

The one thing that I am not satisfied with inside my scene file, is that I had to create the pin constraints using a lot of nodes.
Is there a more elegant way to do this? For loops don't seem to be accessible within DOPs.
Edited by redaborchardt - Nov. 15, 2016 14:12:59

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Capture.PNG (741.0 KB)
Capture2.PNG (28.2 KB)

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check out Constraint Networks
https://vimeo.com/80840429 [vimeo.com]
Michael Goldfarb | www.odforce.net
Training Lead
SideFX
www.sidefx.com
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Nice! I'll be watching this on the plane tomorrow morning. Thank you very much!
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I have been working on a propeller blade using NURBS. I took the opportunity to make a beginners tutorial on that subject.
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It baffles me that over a hundred years ago somebody could make such a blade out of wood by hand.

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blade.jpg (265.5 KB)

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Brief render test to see whether the unfeathering of the propeller blades can be perceived during startup

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At this rate, I should have the model done by the end of the year. If real life doesn't get in the way, I should be ready to start texturing in January.

Attachments:
progress.jpg (644.8 KB)

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