Animation - The Red Room

Started by dandelO, December 15, 2011, 03:31:36 PM

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dandelO

This started out just as a test to see if I could animate my procedural TG curtains. I got that done with not too much fuss and so, I decided to get funky with some mirrors and a couple of reflective balls. How very Bryce of me!
Everything in this animated scene was rendered from one .tgd, with no post work, except to add captions and sound. Render size is only 640x360px, I'm afraid, sorry about that but my little computer can only be pushed so far. ;)

This is actually a pretty tricksy and technical render. You might notice that the back room depicts an alternative reality from the front room, where one ball grows, its reflection shrinks, where one ball is dark and chromed, its counterpart is light and slightly glowing. Where they pass between and crossover, both actually disappear! Perhaps into another realm still...

There is only one actual 'room' in this render. The room behind the curtains does not exist, or does it? You decide.

Consider each ball and each room to be a depiction of the 'real' and a depiction of the not 'real', which one is which doesn't really matter, does it? Since they seem to flip and flit so easily into one another.

A fun little project.

http://vimeo.com/33741250

Thanks for looking! :)

inkydigit

brilliantly nuts!
I love it...really nicely done!
:)

dandelO


Oshyan

Crazy that you were able to do all that natively in TG. You're a mad genius! ;D

- Oshyan

dandelO

Cheers, Oshyan!

* Oh. Enjoy the show tonight, and get some snaps if it's permitted! :)

Dune

Another one of Dandel0's crazy stunts. Love it!

mhaze


cyphyr

Quote from: Oshyan on December 15, 2011, 08:21:22 PM
Crazy that you were able to do all that natively in TG. You're a mad genius! ;D

- Oshyan

Too true :)

Impressive and ever so slightly creepy ;~)

Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

dandelO

And, all in one render pass! ;D

Some more info, quoted from elsewhere with some details about the making of this...

QuoteAll procedural, Kenny! :)

The curtains are TG2 internal plane objects, no imported objects or rigging, in fact, the only imported items in the entire scene are a backplate image and a floor tile image.
The curtains are opened and shut with power fractal shaders redirected along one axis to stop any unwanted flapping(which is also possible if required, btw). I used a couple of different fractals so when it opens/shuts the first time(the initial glimpse behind the curtain) one fractal noise is used, the second time they open(to let the spheres pass through) different fractals were used so that the opening/closing movement can be randomly different for each curtain pull.

If I were to use imported models for the curtains I'd have been limited to whatever the rigging/animation had set. This procedural way lets me randomly generate a new curtain pull motion in one 'random seed' click, if I don't like one seed, I just hit it again until I like the motion and then stick with that. Another handy thing with this method is that the TG plane objects update in real time in the 3D preview so, I can see exactly how each frame will look without needing to do a render of an animated object sequence. Procedurals are the Daddy! :) ... ... ...

cont.

Just to be clear. The backplate image is basically the second room, behind the curtain. It's my original 'Red Room' still render from a couple of weeks ago, assigned to yet another TG plane. And here's where things get interesting...

If the second room is actually just an image plate, how do we make things move inside it, these spheres for instance? Mirrors, you might guess!
But then, how do we make those spheres appear to be reflecting the opposites of one another in each room and as one shrinks, the other grows?
Then, how can you make them somehow meet and pass right through each other, and out of existence if the animation movements can only ever be in the nearest room?
I'd like to say it's done with magic but I can't, there's no such thing. TG is very flexible! ;) :D

*This same image map is also used for the intro/outro warp sequence. I used different fractals there to apply the warping to the image mapped onto the TG2 plane object.

And that's about it, answers on a postcard on the sphere settings questions above, more experienced users should be able to work out how this was done in one pass from here. ^^

Cheers, all! :)

inkydigit

every time I watch this I hear evil laughter!!!
:)


bobbystahr

Just bounced back here from a current thread and did a bit of reading...yer dead to rights on procedurals being the Daddy...back in my imagine3D days I used almost entirely procedurals as there were at least 2, 3rd party libraries available (Essense and RJJ textures) as well as the over 100 that shipped with it. If we ever get a development kit I'd bet Richard Jennings (RJJ textures) could make some amazing presets....I ain't sayin' we should be more Bryce/Vue-ish but really...their procedurals are often the start of an original work that wouldn't have happened with out them.....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist