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TomFX

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About TomFX

  • Rank
    Peon
  • Birthday 12/21/1983

Personal Information

  • Name Tom
  • Location DNeg - London

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  1. Hi Guys If anyone has done this and has a solution or any advice that would be great and hugely appreciated. It is fairly easy to do all of this if your volumes to instance are within your hip scene. However once you are only referencing them from disk I am struggling to run the cvex over each instanced volume (of which I am using 20 different variations hence using the "instancefile" attr.) I am also trying to volume sample each instance to pull in surface, rest etc primitives into the cvex context to drive my displacement. many thanks tom
  2. try projecting UVS from your camera onto a image plane..then within a shader map 0-1 using U and V a sources which then plug intro R and G respectively.
  3. hey Sid it seems to work with a more sensible scene scale try this... smash.hip
  4. looks great tom well done...your surely anointed official fur ball I mean boy. look forward to a minor harrasment of emails come my next fur job ;P
  5. very generous with your knowledge thank you very muchly mate..keep it up im facinated by the work
  6. thanks that pretty much what i thought..though i may do the smoke and sparks with live action elements..here's where im am up too
  7. I am trying to recreate this concept art. It seems to tie together the stylings of light streaks, fire, slow motion combustion, sparks and embers. I will post my progress but would love to hear from you guys as to how you may go about someting like this. thanks tom
  8. Hi Guys I am using this i3d method to generate clouds from geometry. Its works perfectly. I now want to use a sequence of i3ds to render an cloud deforming. I have figured out how to use i3d's as a sequence but my noise (generated as a mutli fractal in vopcvex) will not stick. I need to give it a rest position but I have no idea where to start.. any ideas much appreciated cheers tom
  9. Hi Guys I am using this i3d method to generate clouds from geometry. Its works perfectly. I now want to use a sequence of i3ds to render an cloud deforming. I have figured out how to use i3d's as a sequence but my noise (generated as a mutli fractal in vopcvex) will not stick. I need to give it a rest position but I have no idea where to start.. any ideas much appreciated cheers tom
  10. Hi Guys I am using this i3d method to generate clouds from geometry. Its works perfectly. I now want to use a sequence of i3ds to render an cloud deforming. I have figured out how to use i3d's as a sequence but my noise (generated as a mutli fractal in vopcvex) will not stick. I need to give it a rest position but I have no idea where to start.. any ideas much appreciated cheers tom
  11. cheers old school...works like a treat
  12. Hi Guys, I've got a poly mesh with primative groups according to Cd values that ive pulled from a cop image. My question is how do I get these faces to extrude according to their Cd value. any help would be greatly appreciated. cheers, tom
  13. Hi Guys Does anybody know has to displace a fluid smoke simulation. I only need to make simple dummy geo into collision geometry but cant seem to achieve it whatever i do. Kind Regards Tom - NCCA
  14. If anyone is interested this is how far Ive currently got http://urbandestructionncca.blogspot.com/
  15. Hi Guys, Im looking into building a particle sim for a high street explosion. I hope to acheive a realistic high impact then blooming effect. My test renders for the smoke using I3d's is going well but I now have create a realistic particle sim. Im losely basing the shot around the 'Children of Men' Explosion where the camera is side on to the action. I'm really just looking for suggetsions of ways to drive the particles as I havent found any suitable tutorials or posts. Heres a link to the C of Men scene refered to above http://www.youtube.com/watch?v=0N3kr3hB1uw Kind Regards, Tom - NCCA