Monday, 27 February 2017

Explosion Effect

                        This is an exercise in dynamics created using 3d fluideffects


Comments are welcome and appreciated
                                    

Saturday, 4 February 2017

Character rigging - Part 1

                                                     
This is a character rig in progress. This post shows the leg rig of the character.

The below screenshots show the different stages of the rig

The above screenshot shows the joints inserted to the legs


This one shows the IK handles for the joints

Shows the controls for the legs and knees

And this final screenshot shows the rig in action

Thank you and feedbacks are welcome and appreciated





Thursday, 26 January 2017

Final Gather

Final Gather is an indirect lighting method which illuminates a scene without the requirement of using a light. It is also a key to simulating realistic indirect illumination. Final gather uses the objects in a scene as the source of light.

The above image shows my scene where i created 3 simple characters using primitives and created
a setup for lighting.
 I placed 3 simple planes above the three characters respectively and added the primary colors(RGB) to them.
After enabling final gather, i adjusted the accuracy, point interpolation and primary diffuse scale to get an optimum output.

Rendered output

Thank you, comments are welcome and appreciated





Run cycle

                                                                   Run cycle

This is my 3d run cycle.I had previously done run cycle in 2d and enjoyed doing it. Doing the run cycle in 3d was a different experience.

Here is a screenshot of the character i  used for my run cycle


For understanding the key poses i took the below reference

I also referred the movie The incredbles  for some run cycle references

Playblast


Thank you, comments are welcome and appreciated


Wednesday, 25 January 2017

Global Illumination

Global illumination is a type of indirect lighting which calculates how light is bounced off other surfaces and also calculates color bleeding.

Here below is a screenshot of my attempt at it.


I placed three simple modified polygon primitives and placed a spotlight on top.
In Global illumination,illumination depends on amount and intensity of photons emitted in the scene.
I controlled the settings of global illumination and photon emission settings in the spotlight to get
a realistic and credible output.

Here is a video of the rendered output


Thank you, and comments are welcome and appreciated


Lambert Lighting

Lighting is an important stage in the long process of making an animated film. It defines and sets the theme and mood of a particular shot highlighting and drawing the audience to what is important in a scene.Therefore,it plays a crucial role in visual storytelling.


In the above image, i have created a simple scene,where i have used a directional light as a
key light, that acts as the main source of light in the scene.

I have used other Area lights to light the scene and enabled depth map shadows for directional light

Here is a video of the rendered output below


A plane has been placed outside the window with mental ray black body shader connected to it,which
simulates the temperature of sun light.

Thank you and all comments are welcome and appreciated.


                                        

Friday, 6 January 2017

Cartoon tree

                                                          Rigging a cartoonic tree
This was a fairly simple rig compared to the previous ones(especially the book rig).

The Trunk was rigged first using joints and skinned and ik spline was used.

A volume preservation formula was used to maintain the volume of the trunk when it was bent or stretched

joint scale ratio = current length/default length

The current length of the trunk was calculated by the curve info node,which can be accessed by the script

arclen-ch-true   ('ch' is construction history)


The leaves were rigged using joints and ik spline was used. A curve was also created for each leaf
for adding the dynamic simulation using  ndynamics.

All the curves of the leaves were selected and were given dynamic simulation by going to
ndynamics -> nhair-> make selected curves dynamic

Master control as well as controls for the trunk and for  dynamic simulation of leaves were created.

  Here are some screenshots below
    



                                                                        
                                                            playblast


Thanks and comments are welcome and appreciated