Wednesday, 18 May 2011

Day 50 Genesis

The problem was fix using write file directly and use a rop geometry to rop out the sim and then bring in back using file node. So now I had to render out the bgeos whenever I tweak the slightest of attribute. I am able to come out with a test render. Afterwhich, I finish up the commercial version and did a little documentation on the hip file.



I also receive the shots from Mr Douglas. I was wondering how can I start to put in the stuff. As Mr Ron help to fix the caching problem, he stay on to help me kick start the work. As he already started halfway, he tells me about Murphy's Law. Murphy's Law, states that "Anything that can go wrong, will go wrong"

So Mr Ron continues to guide me throughout. After filing in the exported geos of the dragon and the mountain, changing the emitter to a cone shape makes the spitting more natural and to drive out the normals and use them as velocity direction.

convert primitive to polygon 

polyextrude to cone

point node to add normals to add velocity


For the vector field, it was the same as how I did in the gushing system. This time, as the dragon is moving, I needed a way to "parent" the field. The emitter with all the movement/animation was brought in using a object merge node. A circle was put into a copy node with the emitter as to copy all its moving/position data to the circle. A polyextrude was added to create the other end of the cylinder with that as the position of the vector field. A sweep node for copying the spiral normal circle on the points of the backbone which is is the polyextruded out vector field. The rest of the step are similar to the previous system.

 polyextrude for vector field position

 sweep for arranging

network of vector field


For the dopnet, it is the same as the previous system except that needed to bring in the terrain as terrain object and sourceapply to source the smoke.

network of dopnet

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