ICE Particles emit rate 簡單說明
張貼者:
hsiang
裡面 2 個關鍵節點
Modulo
這節點可以做一個循環 . 簡單的來說上圖的範例
再輸入的值 . 匯入 current time 的時間值. 在 modulo by 的地方輸入 1 也就是說 當"時間"的值到達 1 的時候 會歸 0 後在繼續計算.也有點像是除以1 的意思
以上面來說..就是 每一次的歸 0 計算當數值 = 0 的時候就會發射一次分子 .就是這樣產生 間隔的發射分子
Frame step
這節點可以輸出 當前場景的 1 / frame 數 例如 現在場景 每秒 24 張....Frame step 輸出就是 1 / 24 = 0.0417
下面在接上 Invert 的節點 這樣輸出的 值就會是 當前場景的每秒 frame 上圖的例子 輸出的 值 就會回到 24
範例這樣連接 是為了確保 每秒發射的分子數量 是由 最下方 ( 100000 ) 這個值所控制
說明 :
在 rate 中 乘了 3 個數值 第一個是每次間格的時間 當是 1 的時候..就會在 第 24 frame 的時候發射1次分子 0.5 就是在 12 跟 24 frame 發射分子 ( 以每1秒 = 24 來說 )
接下來乘上 24 等於是確保 當前每一個 frame 都有發射一個分子
最後 在去乘上 你要每次 發射的分子數量...這樣你就會看到 最後所 設定的 分子數量就會是跟以前一樣是每秒的分子量 例如當頻率改成 0.5 就是每秒會發射分子 2次 這樣那2次所產生的分子是 各 10000 這樣
The Ball Unleashed
張貼者:
hsiang
The Ball Unleashed from marc dominic rienzo on Vimeo.
於
11/29/2012
標籤:
看到好作品
MBC CG Dept_VfxReel2012
張貼者:
hsiang
MBC CG Dept_VfxReel2012 from MBCCG on Vimeo.
於
10/25/2012
標籤:
看到好作品,
參考資料,
VFX
Camera sequence tool
張貼者:
hsiang
Camera sequence tool from Paul smith on Vimeo.
於
10/23/2012
標籤:
參考資料,
XSI ICE Nodes,
XSI Tools
Sparta is the world's first sculpting app for the particle
張貼者:
hsiang
Wine Video from sparta on Vimeo.
Battleship: tactical water and fluid sims (updated)
張貼者:
hsiang
http://www.fxguide.com/featured/battleship-tactical-water-and-fluid-sims/
ILM was the lead facility on the technically challenging Battleship. While ILM had huge rigid body and extensive water simulation pipelines.....
Neural Net
張貼者:
hsiang
Another take on motiongraphics currently most popular effect: emits particles and connects them with strands. This one is
pretty fast
works both in a simulated and non-simulated environment
two modes of stand creation: closest points & random
turbulice and grow the strands
http://felixgeremus.com/downloads/Neural%20Net.2.0.xsicompound
LK Lightning 1.00 Introduction
張貼者:
hsiang
LK Lightning is a tool-set for the creation of non-simulated strand-dynamics with quite a few tools dedicated to the creation of lightning effects.
LKL is made up of 35 ice-nodes and compounds which sort themselves into 5 different categories, Emission, Control, Splitting, Stopping and Styling.
While it's interface is ICE, it doesn't require the user to have any knowledge of ICE whatsoever, which makes it very artist-friendly.
Overall I've taken great care to make this as production and artist-friendly as possible. Everything is built so that it behaves very predictable and controlled, doesn't jump around or give the artist using it any "wtf"-moments.
All parameters are animate-able and give you immediate feedback. No more enter parameters, press simulate, hate it and repeat. What you see is what you get.
http://www.si-community.com/community/viewtopic.php?f=4&p=16314&sid=ab6c8d4b5fc222c98c396b19f05767ab#p16314
Weta Digitla: The Adventures of Tintin - Making of.
張貼者:
hsiang
於
2/09/2012
標籤:
看到好作品,
參考資料,
xsi animate
Pass Preset Manager v1.0 for Softimage XSI
張貼者:
hsiang
Pass Preset Manager v1.0 for Softimage XSI from Silvestre Julien on Vimeo.
http://juliensilvestre.com/data/download.html
於
1/31/2012
標籤:
XSI render,
XSI Tools
UeberTage2011
張貼者:
hsiang
UeberTage2011:Helge Mathee with "Momentum 3.0" (German)
UeberTage2011:Helge Mathee with "Momentum 3.0" (German) from Oliver Weingarten on Vimeo.
UeberTage2011: Tim Borgmann with "Making of: Plexus Productions Opener" (German)UeberTage2011: Tim Borgmann with "Making of: Plexus Productions Opener" (German) from Oliver Weingarten on Vimeo.
UeberTage2011: Eric Mootz with "Aktuelle Entwicklungen" (German)UeberTage2011: Eric Mootz with "Aktuelle Entwicklungen" (German) from Oliver Weingarten on Vimeo.
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