Day 13 | VFX | RBD Material Fracture | Image
8104 37 0- vasil-hristov
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- oliviacefai
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Full combo for this one! I squashed the squab using vellum brush (thanks Moeen for the fun inspiration!) and fossilized it into a cave wall. I have use several layers of RBD fracture together with MOPs and a point deformer. The cooking time is as long as the rendering time... I have created the textures procedurally in substance painter and Karma. To enhance the low light mood I used the fog box and a touch of camera defocus.
Edited by oliviacefai - March 13, 2024 20:34:53
- popitz
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After the fact entry for the Iron cappy prize.
The goal was an animation, but render times went crazy.
I had a fracturable artifact falling from about 150 metres in the air.
I had 3 cameras { 1 above, 1 following , 1 on the ground}
I like breaking things and not getting in trouble.
Yah so it broke good.
I couldn't get the camera "switcher node" to be settable programmatically.
I couldn't find doc on it anywhere.
If anyone has solved that one, I would appreciate some help.(Update* - solved it, just had to figure out how to reference the detail attribute)
Keep up the cool builds! Really enjoying the combination of art and Tech.
2 pics of moment of impact (frame 124) and moment of fun (frame 127).
The goal was an animation, but render times went crazy.
I had a fracturable artifact falling from about 150 metres in the air.
I had 3 cameras { 1 above, 1 following , 1 on the ground}
I like breaking things and not getting in trouble.
Yah so it broke good.
I couldn't get the camera "switcher node" to be settable programmatically.
I couldn't find doc on it anywhere.
If anyone has solved that one, I would appreciate some help.(Update* - solved it, just had to figure out how to reference the detail attribute)
Keep up the cool builds! Really enjoying the combination of art and Tech.
2 pics of moment of impact (frame 124) and moment of fun (frame 127).
Edited by Ghawk11 - April 1, 2024 00:26:12
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