Friday, 28 November 2014
Revisiting Blender - Tracking the Explosion
Blender Explosion Tracking from Joseph Goodwin on Vimeo.
A short video exploring the use of anti-gravity and increased angular velocity to cell fractured objects.
Revisiting Blender - Anti-Gravity Explosion
Blender Explosion Test from Joseph Goodwin on Vimeo.
A Short Film exploring the use of anti-gravity in Blender.
Revisiting Blender - Particles, Explosions & Path Tracking.
In order to experiment with the skills learnt in the Blender software tutorial (Week 4), I first used a simple cube before using the initial master plan for my project proposal.
The below series addresses several of the processes involved in the explosion of objects using the Blender software.
The first step, following the creation of the cube, involved using the 'cell fracture' function on the
cube. By altering the size and random values during this process the cube will react in a more
natural way when using the particle function. This stage also involved the use of an easing
blend, allowing the cube to explode periodically rather than in a random series.
Above is the resulting reaction of the object to the application of a particle system when set to
explode using the 'cell fracture' created objects.
As part of this process I experimented with the use of gravity, as well as the inclusion of further
spatial effects such as the wind system.
My final experiment with the cube before using the master plan for my proposal involved the
creation and undulation of a curve 'path'. Setting the 'path' as a parent to the camera then
allowed me to navigate the animation through the field of exploding objects.
Week 5 - Blender Modelling
In the Blender Tutorial the use of the particle system function was specifically addressed in order to animate the dismantling of a digital model. Before learning this process we worked through the necessary setup steps for a Blender file.
Altering user preferences is vital in the use of Blender for user comfort, this involves the selection of rotation around selected objects, reversing the default right click system and confirming the inclusion of all plugins.
The below screen shots demonstrate the experimentation in both modelling, sculpt brushing, rendering and particle system explosions.
A basic Render using the in-program spotlights.
Practicing the selection of axial orbit to more easily navigate a model
and camera views.
and camera views.
Exploring the use of the sculpt brush in in 3D visualisations of a photograph.
The effect of combining a particle system and explosion to a simple donut shape. This animation includes the use of gravity.
The images above and below explore the application of colour and glow to the particles in order to experiment with the in-program effects.
Saturday, 8 November 2014
Week 4 - Rhino & 3DS MAX Modelling
Modelled and rendered using a simple arrayed pattern on a single curved surface in Rhino.
The addition of point lights and a box allowed for the experimentation with shadows and the addition of a depth of field allowed the variable focus of the image.
A view of the previous model as rendered in perspective at a lesser field of view. This process allowed an increased blur to the distances not within the focal range.
The above image was rendered in 3DS MAX after importing a simple double curved surface and wireframe from Rhino. The 3DS MAX render software allowed a depth and width to be applied to the frame, in addition to the application of materials to both the surface (glass) and the lattice (steel).
A further render of the model in 3DS MAX with the addition of daylighting, a horizon and the render of the shadows cast by the model in this setting.
A final test render of the overall surface as rendered in 3DS MAX.
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