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#1 (permalink) |
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Moderator
Join Date: Feb 2004
Location: USA
Age: 34
Posts: 2,510
Name: Devin Johnston |
I'm going to be doing an interior animation that will have a large floor to ceiling aquarium in it. Naturally I want it to look amazing with fish swimming, bubbles, caustics the whole thing but I've never done anything like this before. So my question is what's the best way to approach this, are there any problems I should be looking out for, should I use any special materials or plugins to do this right?
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#2 (permalink) |
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Senior Member
Join Date: Oct 2007
Location: Columbia, MO
Posts: 141
Name: Dave Oliver |
have you thought about contracting pixar for the aquarium interior? i heard they did some kind of movie like that...
....3d aquarium screensaver projector map? really thats the best idea i had..... Last edited by dave5264; September 5th, 2008 at 09:11 AM. |
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#3 (permalink) |
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Veteran Member
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If you aiming for realism, live footage as an animated texture would be the best solution. However, it would only work if the aquarium sits in front of a solid wall.
http://www.fotosearch.com/DVA007/057-0051/ Otherwise, it sounds like a lot of work and rendering resources if you decide to animate everything from scratch. It might not even be worth it if the aquarium is only shown for a couple of seconds in the animation. Last edited by CHE; September 5th, 2008 at 09:06 AM. |
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#4 (permalink) |
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Veteran Member
Join Date: Aug 2007
Location: Sydney
Posts: 696
Name: Shane Neal |
What about rendering a 3-second loop for the aquatic plants, then animate one single fish and use it for instanced particles to make a school. A couple of larger fish on a short loop and a couple of emitters producing bubbles.
If you're not wanting to do any modelling for the fish, use sprites with mapped alpha cutouts instead of instanced particles. You could also use sprites for the bubbles. |
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#6 (permalink) |
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Senior Member
Join Date: Mar 2008
Location: Brooklyn, NY
Age: 35
Posts: 163
Name: Robert Gray |
For what it's worth, here's my first thought on how I'd put Shane's idea into practice:
1) Create a PFlow source emitter, and have it emit one particle per school of fish you want to create. Make sure the start and stop frames are the same, and the first frame of the animation, so the particle always exists. 2) Have that one particle spawn (using a spawn test, just don't link the test to any other events) x number of offspring to populate the school, changing the variation and divergence values so the fish don't swim in a line. 3) Link a UDeflector to your tank geometry, and in PFlow use a collision test with that deflector (again, don't link this test to another event). Tweak the movement/speed of the original particle to taste. (sorry if this was insultingly overexplained... I tend to get a little wordy). |
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#10 (permalink) |
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Senior Member
Join Date: Aug 2006
Location: Dublin
Posts: 271
Name: Thomas Burns |
Looks like you have a tough job ahead of you so!!!!
Although it will be a nice challenge and the scene would probably be worth a few dollars when it's finished. Keep us all posted what you do it's and interesting one. |
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