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This this series we will learn how Uvs can be used as a powerful tool to create simulated movement of textures inside of Copernicus. Starting out we will go over the basic simple idea of using uv offsets to pull textures across a surface, and what can be done at the edges of uv islands to get those textures to hop across. We then go onto the basic setup where we keep it simple implementing the basic ideas in both sops and cops. We then move onto some of the more involved issues of killing artifacts. This includes getting better data coming out of sops into cops, and dealing with island edge artifacts. Finally we will take a look at a couple extra use cases. There is a decent amount of vex and openCl in this tutorial, but really it might not be worth typing it all in, but instead follow along with the explanations of the ideas in the tutorials, soaking in the concepts.

コメント

  • knockflakes 3日, 6時間 前  | 

    Coolio,Thänx! That looks soooooo nice! Thänk you very very much!!!

  • QuantumCabbage 2日, 9時間 前  | 

    Awesome tutorial, thank you very much!
    One thing I noticed: In the basic setup, around the 22-minute mark, an invoke block node is used to iterate the simulation and the number of iterations is set to @Frame. In H21 this isn't necessary any more, we can now set the block end to simulate, and it will iterate once per frame in the timeline. This is also quite a bit more efficient, because setting the iterations to @Frame doesn't mean that frame 100 uses the output of frame 99 and iterates once, but that it starts at frame 0 and iterates a hundred times. For sims as light as this one, it doesn't matter, but you wouldn't want to do this with a pyro sim, for example.

    • QuantumCabbage 2日, 9時間 前  | 

      Addendum: For the same reason, the block has to have its inputs connected in H21, otherwise, it won't work.

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