tornodo.rar (5.3 KB, 1040 views)
Learn the Rules|Then|
Burn the Rules Book
#
38
10-02-2004
, 03:06 PM
Registered User
Join Date: Oct 2003
Location: Cage #42 of the Asylum
hey guys, I've decided to join in the fun as well .
Let's see, for a spotlight, you attach the color to a water map, edit it as you like and then for the expression (for your new water1 texture):
water1.waveTime = time*0.2 and
water1.waveVelocity = (cos(time)+1)/2
If you put a nice fog to it, and color the water map right, you could have a cool spotlight for underwater (works very well with www.thegnomonworkshop.com 's fog light,) or the illusion of the sunlight going trough the leaves of trees when you move under them.
water1.waveTime = time*0.2 makes sure the wave texture 'moves' to the left ( because it's endless ), and
water1.waveVelocity = (cos(time)+1)/2 makes sure the number stays between the 0 and 1, so that when spotlighted, it increases and decreases, just as if waves take away some sunlight . I hope I helped! :bgreen:
#
39
10-02-2004
, 03:27 PM
Registered User
Join Date: Nov 2002
Location: Pakistan
hey thats....good
this means we all are learning.....more n more..
Learn the Rules|Then|
Burn the Rules Book
#
40
10-02-2004
, 03:41 PM
#
41
10-02-2004
, 06:59 PM
Registered User
Join Date: Nov 2002
Location: Pakistan
Learn the Rules|Then|
Burn the Rules Book
#
42
14-02-2004
, 03:23 AM
Registered User
Join Date: Jan 2004
Hi mind-raper!
I have just test your tornado expressions and your tornado scene.
Both of them are cool!
Thanks for your two lessons in one post.
#
43
03-03-2004
, 07:11 PM
Registered User
Join Date: Nov 2002
Location: Pakistan
found a usefull bit of information on Highend while i was looking for my flower prb hope it help....
Q: I have a fast moving object going past some paintFX trees, and I want the effect of wind created by it's passage to cause realistic swaying and wind blowing the branches around.
A: If you want to simply push the trees out of the way of the fast moving object, then create a small curve, attach it to your strokes(set control curves), and make the curveAttract negative with a suitable curveMaxDist on your brushes. Group the control curve with your moving object. For a turbulent wake I would generally animate the turbulence intensity on your brushes, staggering this animation based on brush location.
Rather than using control curves, the function \scripts\paintEffects\paintCollideFunc.mel could also be modified to work.
To make paint effects collide with the camera do the following: Copy this function to your local scripts directory before modifying it. You may wish to rename both the filename and the function inside. Instead of using the distance to the origin that it currently computes modify it to use the following distance:
float $c[3] = `getAttr persp.translate`;
float $dist = $sX * $c[0] + $sY * $c[1] + $sZ * $c[2];
if( $dist > 0 )
{
$dist = sqrt( $dist );
}
This is the distance from the camera to the current segment point( providing that you have not transformed the camera as a grouped node).
You need to add this modified paintCollideFunc to the runtimeFunc on all the brushes you wish to collide with(simply put the function in your scripts directory and enter the function name in the runtimeFunc field on the brush). Note that the wireframe redraw of paint effects is substantially slower when using this function.
Learn the Rules|Then|
Burn the Rules Book
#
44
17-03-2004
, 05:46 AM
Registered User
Join Date: Jan 2003
Location: saudi arabia(Indian)
particleShape1.rgbPP = rand(<<.3,5,7>>,<<.5,7,1>> );
tahnks mind_raper!
#
45
17-03-2004
, 07:14 PM
Registered User
Join Date: Nov 2002
Location: Pakistan
no problemo U r Welcome !
Learn the Rules|Then|
Burn the Rules Book
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
|