-open teacher's mug model
-under dynamics tab, create 2d container, place in on the mug surface.
-change fluid shape density buoyancy to Zero.
-fluid effects > add/edit cotents > paint fluid tool. settings,
-paint attributes, paintable attributes> density and color.
-attribute maps, import the coffee png.
-at the render view, change to legacy
-make a cylinder as a stir-er, select fluid, shift cylinder, make colide.
-animate the cylinder and see the results.
USE VISOR PRESET
-create clouds, create 2d container,
-the preset at the attribute editor you have a list of presets.
*notes, you can convert them to polygon! (convert fluid to polygon)
Friday, 18 December 2015
Sunday, 29 November 2015
Nuke 3D Tracking, Maya render export motion blur, nuke composite motion blur
how to export motion blur data from maya:
-image sequence
openEXR .exr
-mental ray
-Passes, create scene pass
-2d motion vector (aka mv@DToxik)
-move down / Associated Passes
Done
Import motion blur data to Nuke
change maya camera to nuke scale
create a locator in maya,
parent the locator with the maya camera,
bake the locate so that it has the transform attribute,
create a new camera,
parent the locator with the new camera
bake the new camera,
delete the locator and you can export that new camera (FBX) to nuke.
next step, import the new camera to nuke
node, new camera,
tick 'read from file'
browse the camera fbx.
DONE
-image sequence
openEXR .exr
-mental ray
-Passes, create scene pass
-2d motion vector (aka mv@DToxik)
-move down / Associated Passes
Done
Import motion blur data to Nuke
-vector blur node
-change UV channel to MV2E...
method to forward
-alpha rgba.alpha
change maya camera to nuke scale
create a locator in maya,
parent the locator with the maya camera,
bake the locate so that it has the transform attribute,
create a new camera,
parent the locator with the new camera
bake the new camera,
delete the locator and you can export that new camera (FBX) to nuke.
next step, import the new camera to nuke
node, new camera,
tick 'read from file'
browse the camera fbx.
DONE
Tuesday, 24 November 2015
Week 6 - Thor Run
final
overview
inside solver
new codes week6 thor run
-----------------------
NEW CODES:
$SIZEZ/2
$CR OR $CB OR $ CG (RED BLUE GREEN)
$VY>$VZ
-----------------------
Brief notes:
notes: selecting and grouping the shoe sole, coloring the sole to red value,
attribute transfer (source(rightside):red sole, destination:grid)
point node to adjust the position using $CR .
------------------------
Whats solver?
#using solver and file node to write animation(play smoothly) -$F3.bgeo-
------------
#add velocity color to sole
add trail node to add velocity attribute,
add point node, add color, Y = $VY>$VZ
means if the upward ($VY) velocity is greater than the forward ($VZ), then color point green.
------------
whole steps:
file bgeo thorrun, rescale,
select and group left right soles,
delete unselected, color both soles to red(use pointnode).
make grid, change color to blue(use pointnode)
attribute transfer node: grid left, sole right. attri>points>Cd
add point node with position add ramp attribute at parameterY=ramp("ramp",$CR,0)
point node to recolor everything to one color.
solver to write bgeo.
-------------
how to add particles?
Null the soles from delete node,
add trail node to add velocity attribute.
point node with Color Y = $VY>$VZ
add popnet node-old
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