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General => Terragen Discussion => Topic started by: TheBadger on February 26, 2014, 10:14:21 PM

Title: Foot prints (fine displacements and animation question
Post by: TheBadger on February 26, 2014, 10:14:21 PM
Hello

consider this image or anything like it: http://us.123rf.com/400wm/400/400/drogatnev/drogatnev0707/drogatnev070700010/1334966-footprint-of-the-person-on-sand-in-desert.jpg

I am having trouble on how to go about this.

What I want is a character who is walking on a TG scene (by composite or by sequence) to effect directly or by some trickery, the surface of my scene.

People, animals, or vehicles, and have the prints or tracks appear following the vehicle or character.

Now a still is simple. I can do any number of things. But for animation or compositing this is more difficult for me to understand.

Additionally, I was thinking in the same terms about impacts, such as object strikes from a comet or something similar; Maybe an explosive devise or a bullet impact.
I did this a good while ago and got stuck on the same questions: http://vimeo.com/24949961

On that link; If you look close, as the blast wave and dust wave move at the camera, there *should be* terrain displacement. The forming of an impact crater for example.

Your thoughts?

THanks.
Title: Re: Foot prints (fine displacements and animation question
Post by: Upon Infinity on February 26, 2014, 10:39:21 PM
That's actually a pretty cool animation, Michael.  But the crater is easy;  simply have a crater appear after the impact.  You can "hide" its creation behind the debris.  As for footprints, much much trickier.  I think this is the kind of changes in Terragen that should be next on the development list: more advanced animation features, like getting a walking character on terrain, although this might be possible already with a sit-on terrain function (I'm on day 2 with the animation version, so I don't know).  Things like wind, if not directly, then indirectly from another program, and the like.  Planetside has come a long way in the stills department, with the updates in 3.0 and 3.1, almost anything is possible now.  Touching up the animation features, or otherwise streamlining them to make them easier and more accessible would be the next big thing.

Also, I'm dying to know how you did that explosion. 
Title: Re: Foot prints (fine displacements and animation question
Post by: Kadri on February 26, 2014, 10:56:15 PM

The first thing that comes to my mind is an animated footprint sequence for displacement.
A basic one might be fine.One footprint after the other appearing etc.
Depending on your distance you can go finer of course.
Crater or footprint you can make many things.
But if you think that many aspects (all?) can be animated you can use other ways too probably.
Like using a localized powerfractal,crater node etc. with animated values.
I haven't used this kind of thing but it should be easy.
The hardest part at first thought looks like getting the shape in the way you want.
For a crater i would go backward by making first the last look and then making it go away at the beginning of the animation etc. for example.

The impact video looks nice Michael :)
Title: Re: Foot prints (fine displacements and animation question
Post by: TheBadger on February 26, 2014, 11:19:16 PM
Hi guys.

@Kadri
QuoteThe first thing that comes to my mind is an animated footprint sequence for displacement.
Do you mean that I can cause a displacement in TG surface, by using an image or object sequence made out side of TG? Or to do it all in TG.

My preference is to do it in TG. I think I can add a crater in TG. For me the hard part (like with the foot prints) is to not just simply have it appear in 1 frame, but have it happen over the course of several frames.

But really, the hardest part for to understand is how to get the surface to displace severely (the crater or the foot print) at on place, and then less so around the crater or foot print... Over time.

Fior example, in the impact video, there should be a  sort of "ripple" effect that displaces the terrain. And with a foot print, there should be sand moving around the area of each step... Im sure I don't want the things to just appear, although from a long distance its not as much of an issue.

So I need the crater. I think that can be done as you guys say, pretty easy. But what about a ripple effect moving out from the impact zone in a circular fashion, where the ground is only momentarily displaced like in a ripple effect from dropping a stone on a calm pond?

And with the foot steps, how to make the sand shader move with the impact of each step... Not just make a step/foot shape (although that is hard for me to think of how to do step by step too) But how to get it to happen !over time (a second or two) and 2) how to displace the sand or dirt shader *around the tracks* in an animated way.

For the foot steps, there is also the question how to get dirt/sand to "kick up" behind the object as it lays down tracks. But probably for that part I would make it part of the object sequence or composite it.

As far as compositing goes, I really want the craters and footsteps to be in TG, it will help me a lot in post to make sure things are where they should be. Having it in TG should look more real, and also give me strong visual indications for time and placement.

But Im open to all Ideas. I just want to finish this finally, and solve a number of other practical problems I have been having of the same sort.

@UI,
THe explosion was all done in post via after effects. IT incorporates 3d animation, 2.5D techniques, as well as stock video(the fire in the first moments and the dust wave). In total it is a pretty simple composite, and took about 2 or 3 hours to do.

And by the way, this is not one of my theory questions, Im actually trying to do this. ;D
Title: Re: Foot prints (fine displacements and animation question
Post by: Dune on February 27, 2014, 02:25:10 AM
The footsteps wouldn't be too hard, IMO. If you take a mask (footprint, or 2 of course) and set that up in a repeated line (warped if you wish), you can mask the displacement by an animated distance shader, or surface shader's color (black to white), or whatever. So frame by frame the foorprints appear and deepen. You might do the the same with an extra mask (edges of footprint) and a slightly different displacement (up). Sand thrown up may be done by small populations of tiny rocks, masked by the same animated time line mask.
Theoretically, never done this (except for the line of footsteps).
Title: Re: Foot prints (fine displacements and animation question
Post by: lat 64 on February 27, 2014, 12:37:00 PM
Badger,
Very nice vid. I am not worthy.

You may have already explored this. Sorry if it's too elementary.
You remember my asteroid project? I  animated a crater shader that started right after the impact at frame 100. That was actually the easiest part.
The forum thread is:
http://www.planetside.co.uk/forums/index.php/topic,15314.msg150383.html#msg150383
The first video i posted is pretty lame, but the second one I posted in reply #5 is better. The crater is not even visible in that video, but if you download the tjc(in last post), and move the camera close to the impact area, you'll find it. Here's a close-in shot of frame 135 with the "shock wave"(a localized cloud) turned off for clarity.

Russ
Title: Re: Foot prints (fine displacements and animation question
Post by: TheBadger on February 27, 2014, 06:24:25 PM
Ulco
Could you post a close up of some of your foot prints images. I would just like an idea of what I should expect. I don't remember seeing them?

Russ
Thanks! I downloaded the file and will look at it this evening.
Title: Re: Foot prints (fine displacements and animation question
Post by: Dune on February 28, 2014, 02:21:43 AM
Here you go, Michael. Had to search as this was from 2011.
Title: Re: Foot prints (fine displacements and animation question
Post by: TheBadger on February 28, 2014, 04:32:48 AM
well that looks pretty good. Thanks man.
Title: Re: Foot prints (fine displacements and animation question
Post by: Kadri on February 28, 2014, 06:50:54 PM

Michael i made a very basic setup with two crater shaders
(one for the crater the other for the shock wave kinda effect) and an image for the footprints.
I found some basic footprints from the web and made them a little blurrier.

This is really basic as there can be made many adjustments to the timings and the look of course.


[attachimg=1]


[attachurl=2]
Title: Re: Foot prints (fine displacements and animation question
Post by: TheBadger on February 28, 2014, 07:07:08 PM
You are a prince among men, Kadri! May you come into your Kingdom soon!  :)

And it looks quite like what I had in mind too! I will enjoy tweaking this to my exact idea  8)

Thank you very much!
Title: Re: Foot prints (fine displacements and animation question
Post by: Kadri on February 28, 2014, 07:20:00 PM
LOL!

I look just at the footprints a little closer because what you want in that aspect is hard to do in TG3.
Some dynamics and particle stuff would be much better but i think with some work it could be faked.
At least if you not go much closer.

But i think actually using postwork for debries in programs like After effects would save you some hair as you said above too.
Title: Re: Foot prints (fine displacements and animation question
Post by: TheBadger on February 28, 2014, 07:56:17 PM
QuoteSome dynamics and particle stuff would be much better
Yeah, that will go over the top of it. But I need this bace so every shot will time and match. THe terrain really needs to be displaced like in your example, and on top of that Ill composite all the fine detail.

I was thinking in place of particles in TG, I could use fake rocks like was done here http://www.planetside.co.uk/forums/index.php/topic,17817.0.html

But just make them pebble size and smaller. Then I may be able to get a layer of soil to appear as though it is moving away with the blast. Then composite on top of that. It could work I think.
Title: Re: Foot prints (fine displacements and animation question
Post by: Kadri on February 28, 2014, 08:47:03 PM

Sounds good Michael.
Title: Re: Foot prints (fine displacements and animation question
Post by: Kadri on February 28, 2014, 11:34:47 PM

I made this with a footprint image from the web and made another blurred one for the last state.
It is a very basic animation by using the blend option that i used the first time for such a thing.

There are so many more possibilities like using merge node or only using the edges
of the footprint for the mask etc. that i think it could be much better then this.


[attachimg=1]


[attachurl=2]

PS:The camera is very near the ground so you may have to increase (decrease ?) the distance of the clipping.
Look at the "input Settings"+"Customise Bindings" section in preferences of the "3D Preview" window for this if needed
and click at the 3D Preview window before pressing that key.
Title: Re: Foot prints (fine displacements and animation question
Post by: TheBadger on March 01, 2014, 02:46:34 AM
lol! That looks really interesting, Kadri.

The surface is like this stuff http://i01.i.aliimg.com/photo/v0/451389633/Non_dry_foam_putty_play_foam_beads.jpg
Its funny, because I have this bizarro desire to want to chew it whenever I see it  ??? I don't try it though, just for the record ;)

The second part looks very good Kadri. I think that would work just about perfect for a somewhat wet/muddy surface. Don't you think so?
Title: Re: Foot prints (fine displacements and animation question
Post by: Dune on March 01, 2014, 03:04:04 AM
Haven't looked at the zip yet, but it looks nice. I think though that you need to change the way the steps are deepened, heel first then middle to toes... should be possible as well. Wish I had a little more time to play with this stuff.
Title: Re: Foot prints (fine displacements and animation question
Post by: Kadri on March 01, 2014, 03:29:41 AM

@ Michael : :)

@ Ulco :      Yes many things could be changed in many better ways indeed.
                   This was only a proof of concept.
Title: Re: Foot prints (fine displacements and animation question
Post by: kaedorg on March 01, 2014, 03:38:15 AM
This could be inspiring for future footprints renders

http://www.independent.co.uk/news/science/archaeology/news/the-millionyearold-family-human-footprints-found-in-britain-are-oldest-ever-seen-outside-of-africa-9114151.html
Title: Re: Foot prints (fine displacements and animation question
Post by: Dune on March 01, 2014, 04:10:01 AM
@Kadri; didn't mean to offend, Kadri. It's terrific that you produced this, just helping to improve...
Title: Re: Foot prints (fine displacements and animation question
Post by: Kadri on March 01, 2014, 04:20:06 AM
Quote from: Dune on March 01, 2014, 04:10:01 AM
@Kadri; didn't mean to offend, Kadri. It's terrific that you produced this, just helping to improve...

Oh!No no no!
The most i am afraid is if people take things that i write on the web from the wrong side.
It was an absolutely normal response Ulco.
Really nothing wrong :)
Title: Re: Foot prints (fine displacements and animation question
Post by: TheBadger on March 01, 2014, 05:23:58 PM
^^lol yeah, I get in so much trouble in this forum, even though I rarely mean to.  ;D Ah well. All is well that ends well.
Title: Re: Foot prints (fine displacements and animation question
Post by: Kadri on March 02, 2014, 11:53:52 PM
Another last footprint test .

http://www.planetside.co.uk/forums/index.php/topic,17873.msg173013.html#msg173013