Showing posts with label Fracturing. Show all posts
Showing posts with label Fracturing. Show all posts

Thursday, August 22, 2013

Chase Like A Boss

YEAH! It's finally online! :) This was the most awesome and interesting project i've worked on lately. Adi Chifor, a friend and colleague at FLAVOR3D (the new film and print devision of RTT), came up with the idea and concept for this awsome short movie. We did the CG work mostly after work hours but later also got some support (resources and render power as well as budget for sound, music and final grading) from the company we work for.
I got to do FX on this one (in cooperation with the guys from post). It's been a lot of work but also heaps of fun and i learned a lot working with TP and FumeFX! Cheers to everyone involved! Looking forward to the next project! ;)




Adi Chifor: "The material was shot in the course of 2 days from the back of my car with a Canon 5D. The idea came about while watching a comparison between the old 1970 Boss 302 and the new 2013 model. Unfortunately they discontinued the Boss model for 2014 which is too bad as it was a nice looking car.
After finishing it, we were very fortunate to have these guys do the music and soundFx : soundadventures.tv/ Very cool company to work with.
The grading was done by Peter at scanwerk.de/ , another amazing post production house in Munich."

Friday, March 15, 2013

Paint Fracture Maps

I posted a new (partly manual) workflow for fracturing volume meshes using Voronoi Texture Fracture. It describes how to deal with messy normals before inward extrusion and provides a method for painting your own fracture maps directly onto the mesh using Maya's 3D Paint Tool. Check out the thread in the SOuP Forum for details ...

Mesh fractured using Maya's 3D Paint Tool and Voronoi Texture Fracture

If the is enough demand (and if i find the time) i'll implement this workflow into the tool. 

Sunday, July 22, 2012

Video Demonstration for Voronoi Texture Fracture

I added a short video demonstration for my Voronoi Texture Fracture tool. The workflow for fracuring by image source is pretty much the same. You just need to specify an image in the UI instead of creating a voronoi shader.
If you go for smaller pieces, make sure you also increase the "Fracture Map Resolution for Voronoi Textures" in the tool's settings menu (default is 512x512).


Original post HERE.
Download the script HERE.

Tuesday, May 22, 2012

Voronoi Texture Fracture

UPDATE:
Tool has been updated multiple times since this post. Fixed bugs, added features. More stuff to come ...

I'm currently taking the Advanced Maya Dynamics - Breaking Ground class at CGWorkshops taught by David Alexander. The stuff we went through in the first week inspired me to write this little tool

Voronoi Texture Fracture GUI
It can fracture flat objects based on an image or by using voronoiTexture3D. The voronoi texture can be created and adjusted through the GUI as well as the options for the texture to geometry conversion.

Fractured and extruded pieces generated from a poly plane (click to enlarge)

Features:
- create and assign a (SOuP) voronoi shader (+sets hw shading options)
- auto convert shader to image 
- fracture geometry using (this) image
- separate texture2geometry output by object ids (SOuP)
- remove redundant edges (any but border edges)
- extrude all fractured parts
- create shaders per piece
- center pivots of fractured pieces

You will need to have the SOuP plug-in by Peter Shipkov installed and loaded for this script to work.

Download the script HERE.