MIguel P Posted March 29, 2007 Author Share Posted March 29, 2007 ygalula, the shader is applied to the road model locked at frame 1. Then with rest position the texture is applied correctly. The shader is made in vops and uses the rest position and NDC coordinates. Quote Link to comment Share on other sites More sharing options...
ygalula Posted March 29, 2007 Share Posted March 29, 2007 Thanks, but I didn't mean that. I"ll try to explain: I understand how the texture is placed correctly on the breaking pieces along the animation. What I don't understand is how do you keep the color of the geometry, at frame 0, the same as it is in the original background image. Since you're using 2 cone lights, the luminance of the ground, at frame 0, might not be 1, and so the final color would not be the same as the projected texture.... If the spot light would come from directly above the surface, the luminance would be 1 and the color would match, but I assume you've got some other light setup there... When I needed something like that, I created a shader in which the color was brighter (1) when the angle between the surface and the ground plane was 0, and darker as the angle was greater... So that at frame 0, the angle is 0, and the colors match. But, this solution is very restricting...It is actually the same as putting a cone light on top of the scene... Quote Link to comment Share on other sites More sharing options...
MIguel P Posted March 29, 2007 Author Share Posted March 29, 2007 Oh, sorry, I didn't understand you. Yes, only 2 cone lights. But he gamma correction in postproduction helps a lot. This gamma correction is needed, because in the render, the texture is darker than the original image, so I have to correct the gamma to match the colors to the background image. Maybe it is not the best method, but makes sense perfecly Quote Link to comment Share on other sites More sharing options...
MatrixNAN Posted March 31, 2007 Share Posted March 31, 2007 Hey Miguel, Your amazing man. Its looks super real. In the photograph did the yellow in the road lines get suddenly brighter or is that where you integrated CG? If not and then I would say its so photo real good luck to anyone telling the difference. You nailed it man. Holy cow. Cheers, Nate Nesler Quote Link to comment Share on other sites More sharing options...
MIguel P Posted April 2, 2007 Author Share Posted April 2, 2007 Thank you In the photograph did the yellow in the road lines get suddenly brighter or is that where you integrated CG? Yes, is where I integrated the CG road... the yellow don't match the original brightness. A little breakdown: http://www.miguelperezsenent.com/Media/Ani...akdown_divx.avi Quote Link to comment Share on other sites More sharing options...
rolma Posted April 19, 2007 Share Posted April 19, 2007 Amazing! Thanks for the workflow. Quote Link to comment Share on other sites More sharing options...
chunkified Posted June 11, 2007 Share Posted June 11, 2007 hey miguel, would you be able to give details on how you broke the road into pieces... i'm currently using a method where the geometry is broken into voronoi patches, which looks very boring thanks, nile Quote Link to comment Share on other sites More sharing options...
Nico D. Posted June 12, 2007 Share Posted June 12, 2007 hey miguel,would you be able to give details on how you broke the road into pieces... i'm currently using a method where the geometry is broken into voronoi patches, which looks very boring thanks, nile Yeah, We will appreciate any datail of how you did it ! Congrats, it looks awesome. saludos Quote Link to comment Share on other sites More sharing options...
MIguel P Posted June 12, 2007 Author Share Posted June 12, 2007 (edited) Here is a example scene that I've just done showing the method I used. The Divide SOP with bricker is just to add detail for DOP simulation. But there is another way with more control. You can draw the chunks using the Curve SOP and snap options and then extrude the result. You are free to make me any question brokenground.hip Edited June 12, 2007 by MIguel P Quote Link to comment Share on other sites More sharing options...
Nico D. Posted June 12, 2007 Share Posted June 12, 2007 (edited) [quote name='MIguel P Edited June 12, 2007 by gaucho Quote Link to comment Share on other sites More sharing options...
chunkified Posted June 13, 2007 Share Posted June 13, 2007 again... thank you so much Miguel! Quote Link to comment Share on other sites More sharing options...
Alexander Weide Posted June 15, 2007 Share Posted June 15, 2007 Hi miguel, i downloaded your hip file and start to modify it. i wanna split and cut every object and not only a floor plane. Iam ready to cut everything, but i got two little problems. first. How can count the amount of primitives?and how can i tell the "copy loop" that counted number? i tried it first with a group obj bye selecting pattern with $N in the model sop you will find the objects. and in the sop file you see you i setup it. thanks alot for that..... Hi miguel,i downloaded your hip file and start to modify it. i wanna split and cut every object and not only a floor plane. Iam ready to cut everything, but i got two little problems. first. How can count the amount of primitives?and how can i tell the "copy loop" that counted number? i tried it first with a group obj bye selecting pattern with $N in the model sop you will find the objects. and in the sop file you see you i setup it. thanks alot for that..... ups i made a lot of mistakes, with english language, i come from germany, sorry. cutsim2.hip Quote Link to comment Share on other sites More sharing options...
MIguel P Posted June 15, 2007 Author Share Posted June 15, 2007 To count the num of primitives you just need to write in your Copy SOP: nprims("../partition1") That method don't works fine for other objects that are not flat, because it uses the Polyreduce SOP. Quote Link to comment Share on other sites More sharing options...
Alexander Weide Posted June 15, 2007 Share Posted June 15, 2007 mmm i will try it. thanks. i think and i hope it will work, i wanna blend between two models......in the dops simulation......i dont know i can explain it, i think i can blend between two models to create the FX of scattering glass or something like this.... please try to imput the sphere in the model sop, by hight division's it looks cool...... Quote Link to comment Share on other sites More sharing options...
Alexander Weide Posted June 15, 2007 Share Posted June 15, 2007 my idea is to animate a fallen bulb.... i need a solution to scatter the glass Quote Link to comment Share on other sites More sharing options...
daisuke Posted June 17, 2007 Share Posted June 17, 2007 Nice work again, Miguel. Quote Link to comment Share on other sites More sharing options...
MIguel P Posted June 17, 2007 Author Share Posted June 17, 2007 (edited) Nice work again, Miguel. Thank you daisuke Yes Mainframe, maybe the system will work poprerly in a bulb, because the shape is smooth. Edited March 26, 2008 by MIguel P Quote Link to comment Share on other sites More sharing options...
Alexander Weide Posted June 20, 2007 Share Posted June 20, 2007 [quote name='MIguel P Quote Link to comment Share on other sites More sharing options...
mrmojorisin Posted June 21, 2007 Share Posted June 21, 2007 Miguel, he visto algunos de tus trabajos en otros foros y s Quote Link to comment Share on other sites More sharing options...
MIguel P Posted June 21, 2007 Author Share Posted June 21, 2007 (edited) Vaya, gracias mrmojorisin Good luck Mainframe, and show the results! Edited June 21, 2007 by MIguel P Quote Link to comment Share on other sites More sharing options...
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