i-d Posted February 21, 2008 Share Posted February 21, 2008 Here is a simple copy stamp excersise for a begginer like me, make an animated neon sign with some interesting effect. First test is made with trace SOP on image which is going to be sequence later, hopefully I made two traces of the image, one for the outline and another for inside little lamps, which image was shrinked in cops with expand, he,he . In that shrinked one I put a divide SOP and make it Bricker Polygons with enough small size to give me a fine quadratic mesh over outline, great thing about it is that you have offset and angle to play with, instant animation, but there is a few problems with this simple approach, besides some bad nesting of points on the trace curve, its not that much controlable, not in a houdini ways, me think. I would like to make this a little bit more like an inteligent system, especially with animated sequence driving it, I can foresee some problems allready, those P shaped regions where hands are making another closed shape can make me a lot of troubles. so all help is very appreciated. I will post a hip file as soon as I get it together, its pretty dirty now. Quote Link to comment Share on other sites More sharing options...
michael Posted February 21, 2008 Share Posted February 21, 2008 cool! have a look at the resample SOP - it might help control the points coming out of the trace... looking forward to more... Quote Link to comment Share on other sites More sharing options...
i-d Posted February 21, 2008 Author Share Posted February 21, 2008 thanks, I used resample, forgot to mention but how I make these points to move nicely along the traced curve, I know there is an expresion somewhere But lets see if I can upload animation to see a first, rough effect NeonFirst.mpg Quote Link to comment Share on other sites More sharing options...
rdg Posted February 22, 2008 Share Posted February 22, 2008 but how I make these points to move nicely along the traced curve, speaking of neon signs, those point probably switch on and off instead of moving along a line. this could be done by grouping every nth point and a sortSOP that shifts the point numbers around. Your P shaped regions: Depending on what troubles they cause you can maybe track them down by measuring their area. Based on this value you can either exclude them or scale them or process them differntely. Your mention of the divideSOP bricker made try it again as I am still looking for a automated process to pre-hatch arbitrary shapes. Maybe it is possible to extract lines with a specified normal/direction ... rdg::crossHatching Georg Quote Link to comment Share on other sites More sharing options...
i-d Posted February 22, 2008 Author Share Posted February 22, 2008 Thanks Georg, you were right on the point It's true that effect of flowing in neon signs are made with switching on and of the lamps and I will try your idea with sort SOP. Did you mean controlling the shading attributes for switching the lamps off, or something else. I have allready stamped several shading attributes, dont know exactly how to switch them of all at once but will try. Other thing that come to mind is to control size, making them zero to switch off. As for the measuring area for holes its little to much for me right now but will shurely try, dont know about moving images, changing shapes rapidly. Like your hatching test, nice selection of image I think I'm going to try some test with nurbs, see where's that gonna take me. Quote Link to comment Share on other sites More sharing options...
stu Posted February 22, 2008 Share Posted February 22, 2008 I've had to do this sort of thing before, and I've always driven the bulb colour by using an animated texture - I copy the bulbs to the appropriate location by modelling an outline of their location, and drive their colour with a point SOP that looks up the animated texture map and applies the colour to the outline that the bulbs are being copied to. This way the animation can be whatever you want it to and you aren't limited by some crazy expression. I'll try to post an example when I get a chance (unless someone beats me to it...I'm looking in your direction, Michael ). Quote Link to comment Share on other sites More sharing options...
michael Posted February 22, 2008 Share Posted February 22, 2008 it seems of the two of us I'm the only one actaully working today... Quote Link to comment Share on other sites More sharing options...
rdg Posted February 22, 2008 Share Posted February 22, 2008 dont know about moving images. The 'problem' of moving images - in my opinion - is that you need to know how your system works. While I am still not frikkeled enough to visualize the ongoing hatching of a moving character I could imagine how a neon sign reacts. I'd orientate my self on TFT or something like that. Where you have a fixed area of items that can be either on or of. A groupSOP can be used to group the lamps currently inside the shape and therefor on. Switching multiple shading attributes on/off: You could have a single on/off attribute and base your shaders on this. like: if on then color yellow if off then color black. Quote Link to comment Share on other sites More sharing options...
i-d Posted February 22, 2008 Author Share Posted February 22, 2008 thanks guys, you're great stu, thats a nice technique with animated texture for making this even more exciting, not sure about this case where you could have a fast changing outline, it would be fantastic if we can combine both. that sort SOP with shift really saved the day, I was first pluging it wrong way after the groups, now it works exactly as it should, right tool for the job. things are little messy now cause I duplicated spheres with shader attributes for ON and OFF ones, dont know howto make that switch yet, but I dont care about that right now, it works, yupii divide SOP bricker is not the "real" solution, good for most of the effects, but what if I want lights to originate from center of the image pulsating outwards, or something else that would look good, gotta try that next NeonBC.mpg Quote Link to comment Share on other sites More sharing options...
stu Posted February 23, 2008 Share Posted February 23, 2008 it seems of the two of us I'm the only one actaully working today... Yeah, which one of us was still at work at 5:00 this morning?. :sleep1: As for a fast changing outline, it'll change as fast as your animated texture does. Here's an example: animated_bulbs.1.hipnc Quote Link to comment Share on other sites More sharing options...
michael Posted February 24, 2008 Share Posted February 24, 2008 I can't help it if I'm able to get my work done in a reasonable amount of time Quote Link to comment Share on other sites More sharing options...
i-d Posted February 25, 2008 Author Share Posted February 25, 2008 Nice and simple Stu, tnx O.K. now I only need to figure how to group those spheres according to alpha and another one is down Quote Link to comment Share on other sites More sharing options...
michael Posted February 25, 2008 Share Posted February 25, 2008 have a look at the Partition SOP Quote Link to comment Share on other sites More sharing options...
i-d Posted February 26, 2008 Author Share Posted February 26, 2008 have a look at the Partition SOP hmm, Partition SOP that sounds about right, will try in the mean time I'm facing some other challenges, making it in 2.5D world, on a curved surface its just stripe shader animated, copy and all, no much of SOP magic on this one, merely little compositing test, las vegas style SurfaceNeonComp.mpg this mpeg is skipping some frames a little so the animation is not as smooth as its from houdini Quote Link to comment Share on other sites More sharing options...
i-d Posted February 26, 2008 Author Share Posted February 26, 2008 Here is another little problem that I cannot resolve I would like my copy/instance tubes to conform to other surface like on a leaf, see picture, I know that this flamingo effect can be done in other ways but I would really like to have it with copy and stamp I used ray to project them on a leaf and deformig works good, but how to get that boundary of the leave surface to scale tubes to fit? LeafNeon.hipnc Quote Link to comment Share on other sites More sharing options...
rdg Posted February 27, 2008 Share Posted February 27, 2008 You should try the creepSOP. If this distorts the geometry - you could try creeping a lattice wich in turn deforms the geometry. (I am currently compiling an article about creeping lattices.) Georg Quote Link to comment Share on other sites More sharing options...
i-d Posted February 27, 2008 Author Share Posted February 27, 2008 (edited) You should try the creepSOP.If this distorts the geometry - you could try creeping a lattice wich in turn deforms the geometry. (I am currently compiling an article about creeping lattices.) thats exactly what I was trying all day, it sounds perfectly logical for this task, but creep SOP somehow has a mind of its own and lattice is giving me a division error, even with bound that article would be fantastic it seems that I found solution for that back at SESI, its a geometry to grid faces post http://www.sidefx.com/index.php?option=com...y+center+centre Edited February 27, 2008 by i-d Quote Link to comment Share on other sites More sharing options...
i-d Posted March 5, 2008 Author Share Posted March 5, 2008 here is a little shader test, not very perfect because there's some issues with above technique but looks good in motion I was thinking a lot about procedural glow shader thingy for this effect, because in mental ray there is a shader that renders a post effect like glow but in a scene level, so that every glow is visible in reflections or refractions. It makes quite a difference sometimes It would be nice to hear some new ideas about this, I know that it can be done faster and better in post, but.. and when you could control it with copy/stamp like any other shader, whoouuaa Quote Link to comment Share on other sites More sharing options...
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