09-10-2003, 04:22 AM | #1 |
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gumball machine
http://iason.doxamusic.com/solegna/gumballs.jpg
anyone know a more efficient method of filling a gumball machine with gumballs? set up hardbody dynamics using motion designer perhaps? regards Last edited by atadami; 09-10-2003 at 04:38 AM. |
09-10-2003, 04:29 AM | #2 |
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Very nice. That kind of refraction render takes me forever and a day.
Looks like you need more geometry on the base. |
09-10-2003, 05:02 AM | #3 |
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you're right
you're absolutely right... i forgot to subpatch the base.
thanks. Last edited by atadami; 09-10-2003 at 07:08 AM. |
09-10-2003, 06:05 PM | #4 |
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I really like this set up. Although its not something you would first consider as the most exciting of subjects, I do like the way you've done the texturing and lighting of it. Good old HDRI!
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12-10-2003, 06:50 PM | #5 |
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*drools over the nice render.* Is there any refraction on the glass? or is it just reflection?
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12-10-2003, 07:18 PM | #6 |
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voices3D is right: there's only reflection on the glass...
nice render though. I'm particularly impressed with the tiles material. Good work.
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12-10-2003, 09:40 PM | #7 |
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now with refraction
there was no refraction in the previous images because it's simulating a perfect vacuum! j/k...
here's a render with some refraction. |
12-10-2003, 10:11 PM | #9 |
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What Refraction index do you use? i never get mine right.
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12-10-2003, 10:30 PM | #10 |
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as prescribed by philip
i used 1.5 refraction index for the glass and 1.003 for the air as prescribed in philip's jack daniel's bottle tutorial at liquid-arts.de
http://www.liquid-arts.de/ thanks philip! and thank you all for your feedback! |
13-10-2003, 08:01 AM | #11 |
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wow.. very nice tile texture!!!
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13-10-2003, 09:05 PM | #12 |
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Well nobody has answered your question...I'm not so certain myself but possibly if you did use motion designer were you thinking of making a particle emitter then linking it to your gumball object? It would require self collision I suppose so they dont go through each other....hrmmm now you have me thinking let us know what you come up with.
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14-10-2003, 05:32 AM | #13 |
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motion designer approach
well, i think i have the motion designer approach working.
i originally thought i could use a particle emitter to generate the gumballs (fx_linker), but getting them to keep from going through each other wasn't working. then i realized i would have to select each gumball individually and activate it in motion designer one by one. (not fun!) so, instead i just arrayed a bunch of gumballs all on one layer getting them as close together as i could within the glass globe and in layout let motion designer (with a little help from gravity) put the gumballs on top of each other. here's a pic of a test i did... i'll post an updated pic of the gumball machine soon hopefully. hmmm... i wonder what motion designer would do with two objects (gumballs) that started out intersecting... more tests! |
14-10-2003, 06:35 AM | #14 |
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Looks like it works for you, but I still think particles would be a faster and simpler way. In order to stop them from going into each other, just give the particles a particle size that is the same as the diameter of each gumball.
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14-10-2003, 08:05 AM | #15 |
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????
Kvaalen,
perhaps i misunderstood, but are you sure particles can detect collision with other particles? i haven't been able to figure that one out. please show me an example... an image, a tutorial, anything... thanks! |
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