This video demonstrates the process of creating and animating a procedural deep sea like creature.
Starting as a research and development project on wrinkles, my main focus got attracted by the possibility to create a procedural creature almost completely with ICE. As there never was a real goal, the end product emerged from total artistic freedom and the vast possibilities within the system.
The main areas of development included:
- Custom forces which drive the procedural motion, creating the soft and skin like appearance of the body.
- Tools for the definition of different behaviors contained in the same system of simulation.
- Tools for abstraction and interpolation of different geometric contexts for optimized performance and artistic workflow.
- Mechanisms for the transport of arbitrary attributes throughout the architecture for later use as reference systems or information for the rendering.
- A system for animated procedural texture synthesis decoupled from…
This video demonstrates the process of creating and animating a procedural deep sea like creature.
Starting as a research and development project on wrinkles, my main focus got attracted by the possibility to create a procedural creature almost completely with ICE. As there never was a real goal, the end product emerged from total artistic freedom and the vast possibilities within the system.
The main areas of development included:
- Custom forces which drive the procedural motion, creating the soft and skin like appearance of the body.
- Tools for the definition of different behaviors contained in the same system of simulation.
- Tools for abstraction and interpolation of different geometric contexts for optimized performance and artistic workflow.
- Mechanisms for the transport of arbitrary attributes throughout the architecture for later use as reference systems or information for the rendering.
- A system for animated procedural texture synthesis decoupled from…
Original Lagoa sim has a resolution of 0,6 and 5 samples per frame.
Advection of Position, Color and Velocity seems to be keeping the overall shape and flow, while adding detail. The whole advection process took 15 minutes, not bad.
Meine Arbeit wurde von einer Jury bestehend aus FH St. Pölten, ecoplus GmbH, ORF Newton Redaktion zum Sieger des LNF2012 Trailerwettbewerbs gewählt und ist somit der offizielle Trailer für die Bewerbung des ORF Newton Science Slam der Langen Nacht der Forschung 2012 in Niederösterreich.
Director & Animation:
Jennifer Schwartze
Music & Voice:
Christoph Sepin
Software: XSI 2012/Lagoa, After Effects, Final Cut
Foam is generated using High Velocity and Low Pressure as trigger for phase chaging. Foam is dissipated by triggering back the phase change when Age Limit or High Pressure is reached.
Just think about it… What if you were trapped under something heavy and the mouse was out of your reach? Scary, right? That's exactly why we have these keyboard shortcuts so you can still use Vimeo until the help arrives.