animated tree - 1st try

Started by kaedorg, August 03, 2015, 09:29:23 AM

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kaedorg

After the grass animation, next step is a tree.
Left is animated. Quality is a poor for the 1st render.
Thanks a lot to Martin and Hannesfor their precious help.



Larger render on Youtube website : https://youtu.be/m6vyZKNJVW8

I also noticed that animation is not applied to shadow.
I got the idea then not to cast shadow of the animated tree. And cast shadow of an invisble animated tree (just by some rotation).
Not sure it could work.

David

Matt

If you're using the Mesh Displacer, the shadow will change as it should. But if using a displacement shader, it won't with the current renderer.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Dune

Unless you maybe force displacement? Which is not the solution of course.

kaedorg

I had a test of my idea "not to cast shadow of the animated tree. And cast shadow of an invisble animated tree (just by some rotation)"
it does not work. in fact it works on ground but it affects the visible tree also and gives weird animated shadows on it.
So it is not the solution.
I keep for now the displacement shader as I am not able to find the good parameters with mesh displacer (no result on animation).

David

Kadri


David not sure what the problem is but don't hesitate to use some very high numbers.
When i am not sure sometimes if the feature is adding anything or not i put very extreme numbers and work my way from there.

kaedorg

My problem with mesh displacer was in a topic I opened for it.

http://www.planetside.co.uk/forums/index.php/topic,20334.0.html

In fact, I see an effect but anything else when animated.
That's why I followed the useful explanations of Dandel0 and Hannes about displacement shader.
I could not find any example of working animated mesh displacer to study or any shared file about it

David

Kadri

#6

I did not understand the problem in your other thread.
Just curious.If i have time i will have a look too David.

Kadri

#7

I tried it David.

Not sure what way you used in the Mesh displacer.

*If you animate the object with a powerfractal with the Scale tab it worked.

*If you put a transform input node (not sure about "world space") between the powerfractal node and the object and change the position in time it works.

*But i could not animate with the "Animation" tab in the Powerfractal node.


I will have a closer look on the last part.Maybe it was too slow?

Just to see the animation easier i used a basic high poly ball object.
It might be harder to see in a tree object maybe with small displacements?

Edit: No i could not animate with the Animation tab (4D noise).
        Other then this, Mesh displacing should work mostly.The shadows are correct too.

Kadri

#8

Quote from: kaedorg on August 04, 2015, 03:51:19 AM
My problem with mesh displacer was in a topic I opened for it.

http://www.planetside.co.uk/forums/index.php/topic,20334.0.html
...


If you could put a link to this thread others who might see it later could find this thread more easily David.

kaedorg

Thanks for your help Kadri

I use a transform input shader and I animate it.
I am testing it again, if it doesn't work, ill post the tgd

David

Kadri


OK.If you want i can post my TGD too. But it is really very basic.

kaedorg

please do it, i could check it while mine is rendering

David


kaedorg

#13
Thanks Kadri

I had a look. I don't animate anything in the PF as I thought that would deform the object and I just want a motion.
I connect the transform input shader and animate as you did.

I don't know if the problem comes from this.

Update : my render still working but with the first 13 bmp, it seems to work (both object and shadow). It just seems that I'll have to make several test to find the good parameters for simulating a wind. It seems moving too much.
I'll post the test when done.

David

Kadri

#14
Quote from: kaedorg on August 04, 2015, 09:54:16 AM
... I don't animate anything in the PF as I thought that would deform the object and I just want a motion.
I connect the transform input shader and animate as you did.
...

Actually each of the two different approaches does deform the object.
It is only a different kind of deforming.
You are moving the 3D powerfractal structure in world space.
The animation of the scales are deforming the object as the Powerfractal changes structure in time so to speak.

You get different looks of course. For wind your approach might be better probably. Use whatever works or you like in the end :)

Curious why the 4D noise option doesn't seems to work.