The shading network for this character to get the rim light effect was made by plugging a 'samplerInfo' node from the 'facingRatio' into the' vCoord of the ramp.
Monday, 12 March 2012
Maya - Depth Of Field
Depth of file, lens bokeh. The lens bokeh node is plugged into the mental ray, lens shader node.
Z-depth pass made by adding a render layer and changing the attributes to luminescence depth and setting the min and max ranges.
Maya - Motion Blur (3D)
Here with the wheel 3D motion blur is used as the movement is not fised to one axis. This was rendered using software.
This was rendered in mental ray, no deformation motion blur.
This was rendered the same as above but with the option in 'Primary Renderer' set to 'Rasterizer (Rapid Motion)'.
Saturday, 10 March 2012
Maya - Ear
Here's the ear I've modelled so far. It's pretty challenging to get the geometry right. I don't think it's quite there yet, there's still some tweaking to be done.
Just to note, I'm not too fussed about the shape of the ear at this time, I'm concentrating more on getting the geometry to flow right.
Friday, 9 March 2012
Maya - Particle Instances, Crowd
Expressions
particleShape1.CustomScale = rand (0.7,1.2);
particleShape1.CustomRotation = <<0, rand(0,360),0>>;
particleShape1.CustomIndex = rand (0,4);
Maya - Particle Instances, Shapes
This was created with four different shapes and using particle instances to create more. Expressions used are as follows.
particleShape1.customIndex = rand (0,4);
Above chooses a random shape from the 4 shapes.
particleShape1.CustomRotate = rand (0,360);
Above gives the shape a random rotation.
Maya - Particle Instances, Meteors
Again this was created using one meteor and using particle instances to create more. Expressions used are as follows.
particleShape1.customsize = rand(0.2,1.5);
particleShape1.customRotate = <<rand (360),rand (360),rand (360)>>;
particleShape1.customNumber = rand (1,-1);
Then add as 'Runtime Before Dynamics Expression'
particleShape1.customRotate += particleShape1.customNumber*5;
Thursday, 8 March 2012
Maya - Expressions
While I remember I thought I'd record the expressions I've been using so far.
= rand(<<0.6,0.4,0.2>>,<<1,0.6,0.4>>);
Adding the above to the 'Per Particle (Array) Attributes', 'colour' channel gives random RGB values for particle sparks/fireworks etc.
= sin (time*1)*30,
or
= -sin (time*1)*30
Add above to a 'rotate' channel on an oject to animate the object swinging back and forth.
= time*50;
Add to a 'rotate' channel on an object to make it spin.
Below are attributes that are added to particles when using particles to create multiple objects using 'Instancer (Replacement)'.
Below is added to a 'Per Particle (Array) Attributes' custom scale/custom rotate and custom number channels made by using 'general', 'new', 'float' for '()' and vector for <<>> attributes and calling it 'customScale/Rotate of Number'. This expression controls the size and rotation of the particles.
= rand(<<0.6,0.4,0.2>>,<<1,0.6,0.4>>);
Adding the above to the 'Per Particle (Array) Attributes', 'colour' channel gives random RGB values for particle sparks/fireworks etc.
= sin (time*1)*30,
or
= -sin (time*1)*30
Add above to a 'rotate' channel on an oject to animate the object swinging back and forth.
= time*50;
Add to a 'rotate' channel on an object to make it spin.
Below are attributes that are added to particles when using particles to create multiple objects using 'Instancer (Replacement)'.
Below is added to a 'Per Particle (Array) Attributes' custom scale/custom rotate and custom number channels made by using 'general', 'new', 'float' for '()' and vector for <<>> attributes and calling it 'customScale/Rotate of Number'. This expression controls the size and rotation of the particles.
particleShape1.customScale = rand(0.2,1.5);
particleShape1.customRotate = <<rand (360),rand (360),rand (360)>>;
particleShape1.customNumber = rand (1,-1);
Then
particleShape1.customRotate += particleShape1.customNumber*5;
is added as a 'runtime before dynaimics' expression.
Maya - Particle Instances, Bubbles
This is set up in the same way as the robots. One bubble is made and then particles are created to use to make more bubbles.
Expression for custom scale - particleShape1.customScale = rand(0.2,1.5);
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