MIguel P Posted March 25, 2007 Share Posted March 25, 2007 Hello everyone. Here's my last work, the destruction of a road because of a underground explosion. The chunks were cutted procedurally to do the simulation in DOPs. The smoke is rendered as sprites with a procedural shader. Hope you enjoy http://www.miguelperezsenent.com/Media/Ani...avenue_divx.avi Quote Link to comment Share on other sites More sharing options...
Andz Posted March 25, 2007 Share Posted March 25, 2007 That looks really good Miguel. Congratulations! Quote Link to comment Share on other sites More sharing options...
chunkified Posted March 26, 2007 Share Posted March 26, 2007 freakin awesome any details you can give on doing dust with sprites? thx Quote Link to comment Share on other sites More sharing options...
sibarrick Posted March 26, 2007 Share Posted March 26, 2007 Super cool! Quote Link to comment Share on other sites More sharing options...
aracid Posted March 26, 2007 Share Posted March 26, 2007 yeah man, your work is looking so good. Quote Link to comment Share on other sites More sharing options...
MIguel P Posted March 26, 2007 Author Share Posted March 26, 2007 Hey, thanks for the comments The dust is rendered with sprites using a procedural texture created in vops with turbulent noise, very simmilar to 3dbuzz's texture. And what does the dust to look realistic is the shadows. I've used deep shadows in all the scene. Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted March 26, 2007 Share Posted March 26, 2007 Nice job! I like it! Quote Link to comment Share on other sites More sharing options...
chunkified Posted March 26, 2007 Share Posted March 26, 2007 thanks again... awesome work! Quote Link to comment Share on other sites More sharing options...
GallenWolf Posted March 26, 2007 Share Posted March 26, 2007 Great job mate! Alvin Quote Link to comment Share on other sites More sharing options...
stevenong Posted March 26, 2007 Share Posted March 26, 2007 Great stuff Miguel! Cheers! steven Quote Link to comment Share on other sites More sharing options...
ygalula Posted March 27, 2007 Share Posted March 27, 2007 Wow!!! Incredible. How did you light it? How do you emit the dust and debris? Based on impulses / speed? Quote Link to comment Share on other sites More sharing options...
MIguel P Posted March 27, 2007 Author Share Posted March 27, 2007 Thanks again for the comments The lights are very simple. Just two cone lights with deep shadows. The dust is emmited from the sides of the chunks and from a torus situated in the hole. No speed/impulse used. Quote Link to comment Share on other sites More sharing options...
Allegro Posted March 27, 2007 Share Posted March 27, 2007 [quote name='MIguel P Quote Link to comment Share on other sites More sharing options...
MIguel P Posted March 27, 2007 Author Share Posted March 27, 2007 I wish I'd had a computer that was good enough to even run photoshop when I was your age. Hehe, I understand you Quote Link to comment Share on other sites More sharing options...
ygalula Posted March 28, 2007 Share Posted March 28, 2007 Is it real geometry or texture projection? Quote Link to comment Share on other sites More sharing options...
Jason Posted March 28, 2007 Share Posted March 28, 2007 I wish I'd had a computer that was good enough to even run photoshop when I was your age. I had an incredible ZX Spectrum 48k when I was your age. (check it out!). I programmed graphics by doing the only thing you could: redefine the ASCII characters and print them on the screen. The XT was just out; woo baby; my next computer was 4.7Mhz with CGA (4-color) graphics, 20mb MFM HDD. But great work, Miguel! Your stuff is top notch quality. Quote Link to comment Share on other sites More sharing options...
MIguel P Posted March 28, 2007 Author Share Posted March 28, 2007 Thank you Jason. ygalula, the road is real geometry, and the upper faces have applied a texture projection shader using rest position to get the correct results when the geometry is deforming. Quote Link to comment Share on other sites More sharing options...
Nico D. Posted March 28, 2007 Share Posted March 28, 2007 (edited) Wow, nice !!! Edited March 28, 2007 by gaucho Quote Link to comment Share on other sites More sharing options...
ygalula Posted March 29, 2007 Share Posted March 29, 2007 [quote name='MIguel P Quote Link to comment Share on other sites More sharing options...
MADjestic Posted March 29, 2007 Share Posted March 29, 2007 Cool example, MIguel! So, how do you keep the color of the upper faces, when they are at rest, the same as it is in the original image? check out this example by Craig Zeroni The last time I checked it - it had some Normals going crazy - that can be dealt with by using Facet SOP (if I remember correctly). The basic idea should be pretty self explanatory. rrr Quote Link to comment Share on other sites More sharing options...
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