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Final Fantasy Ix Tentacles


T-bat

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Hi,

I'm trying to recreate tentacles from one FFIX FMV. Here is what i got so far. It is not good right now. I have problems with texturing as you can see.. To be honest I don't know how to texture it at all :( I tried something, but it's not working, because as it is deleting points, it renumbers the existing points and texture more or less stays at one place. I have two ideas how to solve this. First is to extrude the end of the path by the length of tentacle and the second one is to force points of this thing to keep same point number from the beginning to the end, but I don't know how to do this and it seems to be a bad idea. So I think I'll try the extrude idea unless you have anything better for me :).

Sorry for my English and don't laugh at my network. I'm just a newbie :ph34r:

FF9Try7.hipnc

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Hey T-bat,

What you want is the texture to move with the tentacle as it grows, right? I grabbed your file and made some tweaks, I came up with two approaches that might work better for you:

first approach:

apply your texture to a grid and then creep the grid onto the full tentacle tube. Animate the creep SOP parameters to make the tentacle "grow", and the texture travels with the grid as it creeps through the tube shape. The downside is that you'll get a hard seam edge where the grid wraps around the tube.

second approach:

apply your texture to a straight tube and then creep the tube along a swept ribbon shape. Animate the creep SOP to move the tube through the ribbon shape. You'll have to adjust the creep parameters to preserve the round proportions of the tube.

I've attached a modified .hipnc file, hope this helps!

-JS-

FF9Try8_exel.hipnc

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Hey, thanks Exel :)

Your solutions helped me, made me think and thanks to you I found out what was wrong. It was just matter of turning off one option :rolleyes: . I have nothing new to show you, because I'm lazy (I know, shame on me :ph34r: ) and because of those nice segmentation faults when I open new version of my file. Yes, I have ATI. Yeah, I know, try older drivers. I will. I just needed to cry somewhere loud, so feel free to ignore this post.

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I can't take it anymore. It is unbearable.. I think I'm going mad. I.. I.. I just need a huuuuuuug :cry2: Or maybe someone... Maybe exorcist or a witch... I mean.. I think I found what's wrong with my Houdini. Almost everything is OK.. Until.. using Mandril as texture.. Could it be that my Mandril is evil? Could it be that he wants to drive me crazy? Could it be that he wants to kill me? Could it be that he wants to take over and rule the Earth? :unsure:

Heeeeeeelp me, I'm scared :bag:

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...Could it be that my Mandril is evil? Could it be that he wants to drive me crazy? Could it be that he wants to kill me? Could it be that he wants to take over and rule the Earth? :unsure:

Heeeeeeelp me, I'm scared :bag:

26373[/snapback]

Yes, all of those things. Luckily we have a 12-step program to help people through this.

"Everyone welcome T-bat"

"hello, T-bat..."

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exel: Mmmmmm.. That 12-step program sounds good to me :) .

Will it help me? I hope it will..

"Hello everyone.."

Rafal123: I'm not sure how to count them, but I think there is fewer nodes than 42.

This question should probably go to another thread, but.. I have problems with opening and/or maybe saving files. That hipnc file I posted loads fine when opening with double-clicking on it, but when opening in Houdini through File-Load it crashes. Another one is that new version of this file with one option turned off on one node and texture path specified just as Mandril.pic crashes Houdini on opening even if I'm double-clicking. Any help?

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  • 2 weeks later...
I've got some problems with shading :( ..

As you can see those veins are changing as it moves and I can't figure out why.

in your "uvproject1" change the group type from "points" to "vertices", than it should work.

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Thanks mike, tried it, but it's still the same :(

26818[/snapback]

ok, now i have the solution.

look at the file. I did the animation with "carve" after "uvproject", which

looks exactly the same and you have fixed texture-uvs.

test.zip

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Thanks again, mike, but that's not what I want. I want this thing to move through space.. And thanks for your earlier help. That helped with another issue on its other side along seam. That and changing geo from NURBS to polygons helped with it. And i have solved issue with those veins. Instead of trying to generate them by myself I'm using Stripes VOP. Was my previous problem caused by aliasing? I guess so.

And now probably last thing to solve:

Capping the end :huh:

Test

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Here we go :)

My first attempt at HDA, so it probably won't even work :ph34r:

Anyway, you can try it :lol:

Use: Install OTL, go to SOPs and it is a SOP named tentacle. Just pipe in curve of your choice or Object Merge a path from Object level. Play with its parameters and render as subdivision surfaces. BTW If you come up with better names for them, say it :) If you miss any parameter, say it too.

If this HDA won't work then you can open hip file.

In the mean time I have problems with thorn shadows. They look like they're floating above tentacle's surface. Any ideas?

Tentacle.rar

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In the mean time I have problems with thorn shadows. They look like they're floating above tentacle's surface. Any ideas?

27243[/snapback]

Total guess here, don't have time to look at the file, but check your shadow bias, it's the usual candidate for detached shadows. If it's a shadow map then maybe the res isn't high enough.

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Thanks sibarrick,

You're right. It's shadow bias. Changing it to something small like 0.001 helped, but changing it to zero resulted in black artifacts. I wasn't using any shadow shader so it took few minutes to find it. One question: Is there any real use of shadow bias?

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