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Any of you on crack?

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  • #16
    Great work in Progress

    Great work in progress - I would throw in some PF particles to give is some splinters, maybe have some fly of the bigge chunks. I have used PB Mesh Cutter on one project and did get some strange blue and green noise - is the sort of thing you where experiencing. I was only at the development stage so I never really had to stress about it too much, but if you had problems it might indeed be a bug.

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    • #17
      So here is the snowshader. Just a test right now, so unfinished a bit. Coments please.
      Dmitry Vinnik
      Silhouette Images Inc.
      ShowReel:
      https://www.youtube.com/watch?v=qxSJlvSwAhA
      https://www.linkedin.com/in/dmitry-v...-identity-name

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      • #18



        Absolutlely amazing!!

        I'd love to play with this. For this distance I don't know how it can be improved, but how does it behave at closer distance and further away?

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        • #19
          well this is not that far...about 2-3 meters away from camera...its all 3d textures so it is infinite on resolution.
          Dmitry Vinnik
          Silhouette Images Inc.
          ShowReel:
          https://www.youtube.com/watch?v=qxSJlvSwAhA
          https://www.linkedin.com/in/dmitry-v...-identity-name

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          • #20
            NICE I think the lakes reflections could be clearer though and maybe some fog in them for depth would look wicked
            --Jon

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            • #21
              Oh wow, I thought it was a vast landscape too.

              Hmmm, maybe too many flat patches unless there's something under the snow and too many little sharp edges for that close up.

              Save this one for the 500-1000 meters away.

              --Jon

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              • #22
                well this is not that far...about 2-3 meters away from camera...its all 3d textures so it is infinite on resolution.
                Yeah, thats the impression that I got, assuming that it was some old, but untouched snow. What I meant though is that there are some effects in snow that you don't see untill you get real close, like crystaline/particle structure, some wierd translucency/refraction issues, and others that you see when you scale back a bit, like the dancing bright spot effects.

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                • #23
                  Ok dudes. Here is progressive cracks.
                  Attempt n1, the setup is animated boolean mesh with two objects traveling thru the third glass object (used path deform).
                  Result is ok, little bit flickering because its boolean and mesh needs to be heaviliy tessalated.
                  Result: http://www3.telus.net/public/vinnik8...ks/crack_1.mov
                  Attempt n2, same setup as n1, but more animated booleans...max cant handle this, it crashes, swears on me...vray is crying in agony and vrayExeption is having the most of it. Yet I forefully have rendered it.
                  Result: http://www3.telus.net/public/vinnik8...s/crack_2_.mov (unacceptable)
                  Attempt n3, based on the animated objects from attempt n2 I have rendered an animated displacement map. Displaced the object back then went and contracted that map in photoshop (contract selection) and used it for the alpha...
                  Result: http://www3.telus.net/public/vinnik8...ks/crack_3.mov
                  In my opinion result 3 is the best, nice and clean and no bullshit
                  Dmitry Vinnik
                  Silhouette Images Inc.
                  ShowReel:
                  https://www.youtube.com/watch?v=qxSJlvSwAhA
                  https://www.linkedin.com/in/dmitry-v...-identity-name

                  Comment


                  • #24
                    Instead of having the booleaned gaps for the cracks (which looks really really strange) what would happen if you put in a single-sided poly object for the crack?

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                    • #25
                      im not sure this would work with standart booleans. thats why there is method n3
                      Dmitry Vinnik
                      Silhouette Images Inc.
                      ShowReel:
                      https://www.youtube.com/watch?v=qxSJlvSwAhA
                      https://www.linkedin.com/in/dmitry-v...-identity-name

                      Comment


                      • #26
                        But it still looks like gaps, as if matter vanished, not cracks. Lemmie mock up an example of what I mean

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                        • #27
                          do()
                          Dmitry Vinnik
                          Silhouette Images Inc.
                          ShowReel:
                          https://www.youtube.com/watch?v=qxSJlvSwAhA
                          https://www.linkedin.com/in/dmitry-v...-identity-name

                          Comment


                          • #28
                            This is real quick and dirty (busily working on other stuff in the same file), please pardon the kitchen.hdri

                            Here's a screen of what I mean. Leave the glass as a box, make a poly object with the same thickness, lace it through:



                            And here's the result (please forgive the bad lighting and mats, but it should illustrate what I mean) I think it is a more physically accurate solution than what you showed:



                            Then the animation of the crack(s) becomes simply a matter of animating the crack object.

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                            • #29
                              i see...i tried this aswell...the result is not as clear and, trying to anymate that would be not easy. What I did in the end is a texture map so, it can be done as anything, making it thin and etc.
                              Dmitry Vinnik
                              Silhouette Images Inc.
                              ShowReel:
                              https://www.youtube.com/watch?v=qxSJlvSwAhA
                              https://www.linkedin.com/in/dmitry-v...-identity-name

                              Comment


                              • #30
                                YOu could always use a really thin wedge shaped piece of mesh, so not have it so large like your original attempts and not have it single sided like Dynedains attempt.

                                That snow texture is wicked.... *cough* pls share *cough*

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