I found the perfect tutorial that uses Ndynamics to crate a lava lamp and also has parts on how to model the lamp itself! Now despite being a 4th year my modelling skills are still rather poor, myself and maya do not get along, i seem to take the long way round doing everything and then somthing goes wrong in the end. So its always been something ive wanted to work on, so i did all 7 tutorials which proved to be a pretty lengthy process but i gain a great few new modelling tips and ticks and generally feel a lot more familiar with the basics again.
here is the final iteration for now, I want to restart the dynamics and add my own flare, as the animation in the tutorial was very basic and i think i can make it look better and play with the algorithm used to make the lava rise and fall. The animation tests are at the bottom of the page.
increasing the samples of the subsurface scattering and playing with the colours of the effect
above is the new model with the restarted dynamics, here i was applying the subsurface scattering to create the lava lamp type effect to the particles
this is how the model looked before the fixes in scene, the highlight is crooked and the base shows the vertexes where they join the bottom.
Below is the finished remodelled lamp
I also remodelled the glass and increased the polys
bellow are some of the artefacts that were showing up
So as i wasnt happy with it i modelled it again, taking more care and really thinking ahead now i knew the process, i then repeated the dynamics and scene lighting letting the new skills sink in even more looking at the tutorials for reference when i got a bit lost. I am much happier with the model the second time round, and after doing the tutorial i really thing i can improve the original metaphor imagery ,
Above is the what i had by the end of the tutorials, i used a different source image from the man in the tutorial but i wanted it to reflect the lava lamp i bought for the project. It wasnt modelled as wel as his and was showing up the imperfections by the end of getting the shaders and lights up.
My first attempt seemed jumpy like a blobby bug crawling up the glass... but the basics of it where there and i could really see where i could take the project if i could get a really convincing lava lamp i would have a great signifier for the viewer so they could connect the attributes of the lamp to that of the continental drift.
This one is worlds better, less scuttling blobs up the side, but that can be fixed with more playing with the mesh threshold, blobby scale radius (who comes up with these names), motion trail and conserve. Also the general magnitude of the volume field axis that pulls up the particles.
Even better, even have some nice separation of the particles but, it still feels likes it pouring up too fast.
Possible a step backwards here, but there is a lot less out of thin air particles coming in and judders.
getting closer, needs slowed down and more of a meandering feeling in the blobs i think. And i would like more separation of the particles- more tweaking. Its so hard to tell what the movement is like just from a few renders, they all look good but then its all about the movement.
http://www.youtube.com/watch?v=MWzy0e-9OzY
Im no the right track now getting so close, im a lot happier and you can see clear defined blobs which is what i want, maybe take it even slower, the conserve slider changes the reaction so much.
Im no the right track now getting so close, im a lot happier and you can see clear defined blobs which is what i want, maybe take it even slower, the conserve slider changes the reaction so much.
no much effect in this one, the fine tuning is proving to be very laborious with all this rendering but, i have invested in a new desktop so its no longer taking gratuitous amounts of time.
I think i am happy with this for now, its a lot slower, doesn't look like its pouring upwards and has minimal juddering in the particles appearing. A few artefacts here and there but I can very fine tune them out. Now i will apply the subsurface scattering and look into maybe adding a glow type effect as to them too somehow.
Next steps to finish the scene, merge the new animation with its subsurface scattering and also make the globe to accompany the lamp.
Next steps to finish the scene, merge the new animation with its subsurface scattering and also make the globe to accompany the lamp.
Its good i really feel like the project is finding its feat again, and i feel a a lot more equipped now.
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