Damage Workflow in VFX

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  • Опубликовано: 15 ноя 2024

Комментарии • 9

  • @feliperibeiro2900
    @feliperibeiro2900 2 дня назад +2

    Thank you man! You made it look way easier! I´ve always thought that it was a great topology mistery to come up with a result like that! Incridible as always!!

  • @jan_sieber
    @jan_sieber 2 дня назад +1

    Awesome video, exactly up my alley

  • @jaythechou2
    @jaythechou2 2 дня назад +2

    Time to destroy everything!!

  • @yarugatyger1603
    @yarugatyger1603 2 дня назад

    Will Houdini's new mpm solver be a game changer for this?

    • @AndrewHodgson3D
      @AndrewHodgson3D  2 дня назад

      no idea what this is but if it still has to be assetized in a post damage state. It wont really change much for modellers

    • @yarugatyger1603
      @yarugatyger1603 2 дня назад +1

      @@AndrewHodgson3D It's the Material Point Method (mpm), it converts assets into points, that all behave as one object and can be given the properties of materials like rubber or metal and during simulation will deform accordingly.

    • @AndrewHodgson3D
      @AndrewHodgson3D  2 дня назад +3

      the moment any pieces need to be animated individually though they will still have to come back through the pipeline and be assetized. There is just lots of different ways of creating the post damage state, i dont know enough about fx to really comment on mpm

  • @bestOskarEverxD
    @bestOskarEverxD 2 дня назад

    What's this maya tool that lets you swap out diffrent versions of the model so quickly? (coming from a blender, I wouldn't know how to do that other by enabling / Disabling entire collections/groups)

    • @AndrewHodgson3D
      @AndrewHodgson3D  2 дня назад

      I am just isolating groups in the viewport. Blender not having object grouping is still one of my biggest issues with Blender