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Advanced & Experimental Unit Group

Low-fi Project Showreel

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Advanced & Experimental Unit Group

Week 12: Group work modeling

the new version of the wall

As well as a new drawer

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Advanced & Experimental Unit Group

Week 11 : Group work modeling

Modeling in blender

After merge the objects

assign different materials in maya

Textures

bake the high modeling for the textures

ADV:Ignore the uv. we can do some procedual things and just use this way

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Advanced & Experimental Unit Group

Week 8: Smoke sim in houdini

After changing the density of the smoke

The parameter

Smoke Accuracy:


1.Division size reduced
Increased accuracy of emission sources
2.Add noise wave
attribute noise – data format is float – because it adds noise to temperature and density

Density of the noise wave

Let the noise wave change with time, the longer the wavelength the slower the speed

Dissipation – the smaller the dissipation, the slower the dissipation

Noise-turbulence

turbulence will change the trajectory of some smoke

swirl size – the whole size of the turbulence

The simulated time-time scale 0.5 is now half as slow

The larger the cooling rate, the faster the dissipation (temperature)

buoyancy lift: buoyancy force

buoyancy dir: the direction of buoyancy is now up. If it’s 0-1 0, it’s now floating downward.

Hold out object

To make the robot to be hold out so that we can only get the smoke sim.

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Advanced & Experimental Unit Group

Week 9 : Smoke sim in houdini

This week, I basically determine the shape and the color of the smoke, and this is the result composited with sequence rendered in maya.

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Advanced & Experimental Unit Group

Week 7: Smoke sim in houdini

https://www.sidefx.com/docs/houdini/shelf/pyro_wispysmoke.html

Feedback:

1.The weight of the smoke seems too heavy,we need a light one

2.the animation of the robot stil can not be matched in animation in maya

The first vision:

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Advanced & Experimental Unit Group

Week 6: Setting up the scene in houdini

Due to the matchmove camera is based on 3DE and Maya, so the first step is to export the camera that we got and import into houdini.

In Maya

1. Export camera as the Alembic file

Select Cache > Alembic Cache > Export All to Alembic >select the “World Space” >Export

The most important thing:

Make sure to add the “World Space” to the abc camera

2. Export the animation

  1. Select all the objects in group
  2. From the main menu bar, select Key > Bake Animation >
  3. Click Bake

In the Bake Simulation Options window, select the bake options you want to use. For example:

  • Use the Bake To options to specify whether you want the animation baked to the BaseAnimation, or to a new layer.
  • Set Baked layers to Remove Attributes if you want the selected object’s attributes removed from any associated layers after their animation is baked.Attention: When Baked layers is set to Remove Attributes, the selected object’s keys will be removed from any associated layer that is not muted. If your workflow is to use layers like takes, mute all layers with keys that you want to preserve before baking layers.
  • Turn Smart Bake on if you do not need your result animation to have one key per frame

After baking, Export the same way as the camera(world space should also be applyed)

In Houdini

1. File ▸ Import ▸ Alembic Scene in the main menus to quickly set up an Alembic Archive object

2. Make sure the resolution is the same as the maya camera

add the camera background as the reference

3.Add a null to control the camera and the object

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Advanced & Experimental Unit Group

Week 5: Smoke sim by Fulid in Maya

After trying a variety of methods (replicating keyframes and replacing them with small balls, using parent-child animation for the emission source, etc.) to no avail, I followed the advice to use the more stable maya fluid to create smoke

1.Create a fluid container

In this project, I wanted to have part of the robot as the launch source, so I used the box below it as the container

choose the auto-size,cause I do not want my sim is be trapped in the container box

2.Select the container, and click the fluidShape tab in the Attribute Editor

3.Create fluids cache files

After all the adjustments of the sim,then try to create the cache

  1. Select the fluid container.
  2. Select nCache > Create New Cache > Maya Fluid > .
  3. In the Create Fluid nCache Options, set creation options, if necessary, and then click the Create button.
  4. Maya creates a fluids playback nCache file for the selected fluid container.

4. Render

The final result:

The problem is when I try to render the smoke(fluids in maya) in Arnold . No matter how I adjust my parameters, the box border is always there.

Categories
Advanced & Experimental Unit Group

Week 4: Smoke Sim by Bifrost

Set the main sim object as the “Aero”.

If we need the collider—select the collider objet

Add more noises,such as motion field

Problems:

The sim test can’t be apply to the animated object at the right position. I have asked the tutors for hrlp,but no one can figure it out.

Then I try to use another way to make thie sim

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Advanced & Experimental Unit Group

Week 3 :Tracking in 3DEqualizer

The final tracking test:

Tutorial:

https://www.3dequalizer.com/?site=tutorials

the full process including importing in Maya

Important steps:

1.Import footage & Add trackers

remember to end the point while it is done.

2.Calculating

Calculation—use the result

To delete the wrong point until the average result is under 0.5

3. Distortion & Parameter Adjustment

Attribute Editor—- Lens—adjust

After all the steps, calculate again and ingore the wrong point

4. set planes and orginal

ALT+ SHIFT +select the points

and set orginal point

then set the same point

add a cube

select a point and the cube(alt+shift),then snap to point and align to global space

5. Import into nuke

The details of footages: