particles and gfx experiments

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...  Algorithm on links establishment & fast collisions check are inspired by Jared "BlueThen" Counts (http://www.bluethen.com/)'s dough (http://openprocessing.org/sketch/65193).  Name is inspired by World of Goo (http://2dboy.com/games.php).

... Algorithm on links establishment & fast collisions check are inspired by Jared "BlueThen" Counts (http://www.bluethen.com/)'s dough (http://openprocessing.org/sketch/65193). Name is inspired by World of Goo (http://2dboy.com/games.php).

These are a series of experiments created in Cinema 4D using Thinking Particles, L-Systems and the UberTracer plug-in.   I created an Xpresso tool called the PolyStepper for the effect at 0:36. You can view a tutorial and download the tool from here:  https://vimeo.com/45009976  I've also created a couple of Thinking Particle tools for the effect at 0:15 called Gridify and tool for the effect at 0:32 called Spiralator. You can view the tutorial and down here: ...

These are a series of experiments created in Cinema 4D using Thinking Particles, L-Systems and the UberTracer plug-in. I created an Xpresso tool called the PolyStepper for the effect at 0:36. You can view a tutorial and download the tool from here: https://vimeo.com/45009976 I've also created a couple of Thinking Particle tools for the effect at 0:15 called Gridify and tool for the effect at 0:32 called Spiralator. You can view the tutorial and down here: ...

Some shots I`ve made to test effect of particle`s velocities driving arnold shader light emission.  The setup is pretty simple but I think it has a potential: http://myshli.com/wp-content/uploads/2013/02/glow_shade_mo.jpg  Some still frames: http://www.myshli.com/2013/02/06/ice-velocity2light/

Some shots I`ve made to test effect of particle`s velocities driving arnold shader light emission. The setup is pretty simple but I think it has a potential: http://myshli.com/wp-content/uploads/2013/02/glow_shade_mo.jpg Some still frames: http://www.myshli.com/2013/02/06/ice-velocity2light/

Waves is part of an ongoing series of works and philosophy of using the tools of science as a lens to the world, to find inspiration in hidden processes that shape our universe. Using these tools to reveal, extract and amplify the unseen beauty in our everyday lives and surroundings and re-ignite a child-like wonderment to the world around us.  Inspired by the well established history of both artistic and scientific study on oceans and oceanic waves, the project is a data dramatization of…

Waves is part of an ongoing series of works and philosophy of using the tools of science as a lens to the world, to find inspiration in hidden processes that shape our universe. Using these tools to reveal, extract and amplify the unseen beauty in our everyday lives and surroundings and re-ignite a child-like wonderment to the world around us. Inspired by the well established history of both artistic and scientific study on oceans and oceanic waves, the project is a data dramatization of…

various shots done using x-particles since v2 was released.

various shots done using x-particles since v2 was released.

Production : Blue Film Director : Laurent Bourdoiseau

Production : Blue Film Director : Laurent Bourdoiseau

Demo of more realtime particles in touch designer, this time with geometry and coloration, etc.

Demo of more realtime particles in touch designer, this time with geometry and coloration, etc.

I wanted to test Naiads vortex force and time ramping possibilities. I animated the simulation globals fps from 25 to 300 and dropped the gravity to near zero whilst upping the drag. The result was a bit weird. The .emps looked ok but looked nothing like the .prt files. Anyways I'm ok with weird.

I wanted to test Naiads vortex force and time ramping possibilities. I animated the simulation globals fps from 25 to 300 and dropped the gravity to near zero whilst upping the drag. The result was a bit weird. The .emps looked ok but looked nothing like the .prt files. Anyways I'm ok with weird.

Having a look at different point cloud renderers. The first is a krak render with mblur and in cam  DOF. The second is Arnie with volume scatter, mblur and in cam DOF. I also tried Oblique shaders but must be doing something wrong, crazy render times. Its the same cached sim of approx 28 mil particles.

Having a look at different point cloud renderers. The first is a krak render with mblur and in cam DOF. The second is Arnie with volume scatter, mblur and in cam DOF. I also tried Oblique shaders but must be doing something wrong, crazy render times. Its the same cached sim of approx 28 mil particles.

Goofing off with Fumefx Krakatoa and a Final Render Shader.

Goofing off with Fumefx Krakatoa and a Final Render Shader.

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