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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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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.
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Brief render test to see whether the unfeathering of the propeller blades can be perceived during startup
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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It baffles me that over a hundred years ago somebody could make such a blade out of wood by hand.
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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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.
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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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.
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
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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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.
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
Work in Progress » Simple Pipline
- redaborchardt
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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
- 73 posts
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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.
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
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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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
The ground texture is generated using a COP found in /img
Edited by redaborchardt - Nov. 8, 2016 11:28:02
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Scene is completed.
Parameter interface added for easy labeling and switching the wings on and off
Parameter interface added for easy labeling and switching the wings on and off
Edited by redaborchardt - Nov. 8, 2016 10:49:44
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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This is slowly turning into a digital asset. Next step is to work on the studio environment.
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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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.
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.
Work in Progress » Beasty character
- redaborchardt
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McNistor
Here you go arctor.
Doing this test actually helped because as I was setting up the settings in the displacement tab of the Mantra surface shader, I forgot to change from ‘displacement along normal’ to ‘vector displacement’ and voila, it worked!
But, I soon realized it's not on “vector” and it's not like I care what is says there, but redoing this on the head, Mantra's displacement generation is lacking a lot more in terms of details compared to the Arnold one. Pretty sure it has to do with not being generated as vector but along normal.
The same goes for the sphere - normal works, vector doesn't. At least, on my side.
Yes, I am getting the same. I missed your reply.
Work in Progress » Beasty character
- redaborchardt
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Can you do a quick render to see what I am aiming for?
Below is what I get using a standard Mantra Surface node. Looks about right given the texture. What do you think?
Below is what I get using a standard Mantra Surface node. Looks about right given the texture. What do you think?
Edited by redaborchardt - Nov. 3, 2016 14:10:55
Work in Progress » Beasty character
- redaborchardt
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Look great. I am learning Mantra myself because of the contest.
I would be more than happy to try and ‘turn the right knobs’ as an exercise if you care to share.
More than happy for you to just share a piece of the geometry for testing purposes.
I would be more than happy to try and ‘turn the right knobs’ as an exercise if you care to share.
More than happy for you to just share a piece of the geometry for testing purposes.
Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
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Work in Progress » A Freshman's Approach to Learning Houdini - or "Houdini for Dummies" ...
- redaborchardt
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Looking forward to it. Can you do a tutorial on the different ways UVMapping can be applied and most importantly, exported too!
I am finding that the process of UV Mapping is very poorly covered by tutorials at the moment.
I am finding that the process of UV Mapping is very poorly covered by tutorials at the moment.
Work in Progress » Marvelous Machines Entry
- redaborchardt
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Work in Progress » Marvelous Machines Entry [WIP]
- redaborchardt
- 73 posts
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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.
The heavy iron bit is now a lot better.
Edited by redaborchardt - Oct. 31, 2016 14:21:21
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