Craig Crane Movie
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Re: Craig Crane Movie
yep. I used the demo for the video. But I do have a commercial license that I use for work stuff.
- stevenramsey
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Re: Craig Crane Movie
This is where you can get the demo version and other on line recourses.
http://www.geomagic.com/en/products/wra ... oad-trial/
http://www.geomagic.com/en/products/wra ... oad-trial/
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Re: Craig Crane Movie
Interesting video, thanks for posting. I do have one question though.
What is the advantage of retopoing to quads for a shot like your crowd scene? I understand the need for good topology on characters or soft bodies that will be animated but for a rigid body like this it seems like a good triangle mesh would work just as well with less effort. By good I mean a mesh that has been optimized for surface curvature, edges, and equiangularity, then reduced to a sufficiently low polygon count.
I guess I'm assuming your agents would be composited into live footage so the mesh isn't needed for much more then someplace for them to stand plus occlusion and shadow passes. If you needed to UV map and light the mesh then I can see the upfront effort being worth it, especially for tight shots showing the mesh.
Best,
What is the advantage of retopoing to quads for a shot like your crowd scene? I understand the need for good topology on characters or soft bodies that will be animated but for a rigid body like this it seems like a good triangle mesh would work just as well with less effort. By good I mean a mesh that has been optimized for surface curvature, edges, and equiangularity, then reduced to a sufficiently low polygon count.
I guess I'm assuming your agents would be composited into live footage so the mesh isn't needed for much more then someplace for them to stand plus occlusion and shadow passes. If you needed to UV map and light the mesh then I can see the upfront effort being worth it, especially for tight shots showing the mesh.
Best,
Jed
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Re: Craig Crane Movie
The software package (Massive), needs to have a well laid out mesh to work with, as you are painting the paths that the agents should follow directly to the surfaces UV co-ords. Standard practice in VFX is to use tidy quads. Massive is no exception. The UV's need to be laid out. Even though you are not seeing the mesh in the final render, the crowd agents do see the mesh, and the associated path texture (that will only work properly with good uv's)
Once you have drawn your path on the surface, you then bake it to a texture.
Hope that makes sense
Once you have drawn your path on the surface, you then bake it to a texture.
Hope that makes sense
Scanning the world, one film-set at a time.
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Re: Craig Crane Movie
Grate Video and shows just how much LIDAR has become a Key port of VFX work, lot more players now doing fun stuff.
Sean Varney
Artists, writer, Teacher and VFX Resercher.
MD InSightFull.ltd
Artists, writer, Teacher and VFX Resercher.
MD InSightFull.ltd