Project file can be purchased here:
https://gumroad.com/davidtorno
This week I am breaking down my entry for day 2 Grow. Today I go over offsetting playback of copied geometry, vellum cloth, SOP based ambient occlusion, VEX geo displacement, batch file caching, and more.
Some highlight points of the breakdown video:
- 00:00:00 - Overview
- 00:03:00 - Flower asset build
- 00:22:10 - Sub stem build
- 00:41:13 - Sub stem cap reshaping
- 00:57:54 - Flower pedal build
- 01:22:06 - Pedals assemble
- 01:24:44 - Pedals vellum setup
- 01:31:13 - Simulated bud applied to main stem
- 01:39:02 - AO sop map for flower
- 01:41:23 - Attach flowers to sub stems
- 01:48:56 - Flower center bits
- 01:57:46 - Attach center bits to sub stem flowers
- 01:59:02 - Assembling all elements
- 02:00:38 - Flower collection build
- 02:08:53 - Camera settings
- 02:10:51 - Lighting
- 02:12:07 - Redshift3D Materials
- 02:17:02 - Render Settings
- 02:18:31 - Batch run file caches
コメント
efrinsultan 4 ヶ月 前 |
Hi vfxman222 (David),
Thank you for the beautiful tutorial.
But I was hoping if you could explain how the "bud_timing_and_scale" attribute wrangler works. I just can not comprehend how the bud animation—reversed in time by mapping its range from 0-2 seconds to 2-0 seconds for the main bud, which was pretty straight forward—ends up reversed and scaled correctly for the substems. It feels like I’m missing a key part of how the attributes in the "bud_timing_and_scale" and timeshift nodes achieve this.
If you see this, could you shed some light on the process?
Thanks again for your time and great content!
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