Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 1 12-07-2008 , 11:38 AM
mirek03's Avatar
Subscriber
Join Date: Feb 2006
Location: Australia
Posts: 2,752

pompeii

hi all, i have a bit of a problem.., im going to blow pompeii away using realflow and maya.., im not sure how to go about texturing the model.., what i can do is make the model non visible at frame 11 when the storm hits.., but in the meantime.., i have a triangulated model and no idea of the best way o texture it??? or if i can???

ill show you the images and that might help explain.., this one is a wire frame and the dark patches are the particles.., theres more than it looks.., i wanted to add more but i kept getting a memory issue and maya kept crashing

Attached Thumbnails

take it easy and life will be easy
# 2 12-07-2008 , 11:39 AM
mirek03's Avatar
Subscriber
Join Date: Feb 2006
Location: Australia
Posts: 2,752
this is with a lambert shade in yellow.., so this is a shaded version.., the one that will disappear at frame 11.

Attached Thumbnails

take it easy and life will be easy
# 3 12-07-2008 , 05:02 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Hey Mirek

those poor people of Pompeii, first the volcano now you LOL.

with regard to the city disappearing, remember every attribute in Maya is pretty much keyable so you could key the transparency setting of the shader and do it in one go, or add a black and white ramp to the transparency channel and a fade it gradually.

I hope this helps, someone may have a better idea

Jay

# 4 12-07-2008 , 05:09 PM
mirek03's Avatar
Subscriber
Join Date: Feb 2006
Location: Australia
Posts: 2,752
hi there mate, hope all is well with you user added image

yea, thats what i was thinking, putting a ramp on the shader.., i wasn't exactly sure where to put it but you have just given me all i need to do it.., i really think thats the best way.., i might try and ramp it from both U and V directions for total control.., you know i could get different rates of decay in both directions and maybe make it a little more believable..,
so what you are saying is.., how ever i shade it, projection.., whatever.., i can make it decay with the ramped transparency??

how would you shade it.., any suggestions.., projection is probably best but thats a lot of work..., but no pain no gain eh?!

Muser added image


take it easy and life will be easy
# 5 12-07-2008 , 08:08 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Mirek

Pretty good thank you, keeping busy as ever! Hope all is good your end of the world LOL

Yeah you could do a camera projection for it, it may save time in the long run. Do a render like this and paint the textures on the render in PS and re project them at the same angle, like a matte painting, or you could use a decent tile texture with some fractal in there to break up the repeats. Depends how detailed you want or need to go in the end

Jay

# 6 12-07-2008 , 10:12 PM
mirek03's Avatar
Subscriber
Join Date: Feb 2006
Location: Australia
Posts: 2,752
thanks for that Jay.., another question.., ive tried everything.., i can get the lambert to update transparency in the hypershade and in the AE (using the ramp into transparency).., but it wont update in the viewer.., i think its a box i havent checked.., any ideas

im going to git the sack ive been at it all day..,

catch yu

Muser added image


take it easy and life will be easy
# 7 13-07-2008 , 03:47 AM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Do a couple of test renders to see if its working

_Jay

# 8 13-07-2008 , 11:53 AM
mirek03's Avatar
Subscriber
Join Date: Feb 2006
Location: Australia
Posts: 2,752
its crashing maya all the time.., so back to the drawing board. i have a 100, 000 particle limit from RF.., but maya is not liking that at all.

im wondering to, in RF you need triangle not quads.., but now its back in maya it is still tris.., maybe i should put it back to quads.., what ever.., ill forge on

im thinking just a couple of houses up close rather than 10 city bocks may have been a better idea.


take it easy and life will be easy
# 9 13-07-2008 , 01:28 PM
mirek03's Avatar
Subscriber
Join Date: Feb 2006
Location: Australia
Posts: 2,752
the transparency is working fine in another simple scene.., but not with the RF file???

even so.., the simple scene is not updating in the viewer.., but it is fine in the render.., im think i might have to apply a texture such as from PFX

seems a different story from using plates??


take it easy and life will be easy
# 10 13-07-2008 , 03:04 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Pehaps scale the whole scene down too, keep it well inside the grid, Maya is very scale orientated/dependant. So you may be able to drop the particle limit too because of this...but not too small as you dont want to be playing with decimal point values that wont work

Jay

# 11 13-07-2008 , 03:45 PM
mirek03's Avatar
Subscriber
Join Date: Feb 2006
Location: Australia
Posts: 2,752
thanks Jay, i hear that.., im starting again., when i brought this model in from a site, a geo site from memory.., it was 15000 units.., i brought it down to 150.., im thinking now15.., that would be better for RF too.., most people down size in RF but i think the pro workflow is to downsize in maya first.
scene size is everything working between these apps.., as you can imagine RF is emulating all real world forces.., like maya on steroids.., gravity 9.8 meters a second.., same in RF but much more detail to dynamics.., very small changes make a big difference to the sim.

what all this is about is specialization.., if im ever going to get work i cant see it as a generalist.., you know my modeling skills.., need i say more !!!

thanks for you patience mate user added image


take it easy and life will be easy
# 12 13-07-2008 , 04:24 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Mirek

No probs, if I feel I can be of help I will, same with anyone else really, especially those who are willing to listen but also try and get stuff right too by themselves as well, like yourself...

Cheers
Jay

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off