i would use a proxy object and deform that... so a low res cage mesh, which will deform uniformly. and then use that as a deformer for the high res mesh.
didn't otoy release octane that work on it? even on iphone? maybe only tech demo. but i would check it out, i think they would be the first to release gpu renders on m1.
you could also use one of those remote computers like shadow pc, and render on that with octane.
perhaps you can make a null which you put as a child of the main controller. but in the location of the tail controller.
then attach the tail controller with a spring constraint to that new null.
like this: https://yadi.sk/i/mo7OsiYVgA8YvA
you can just put the objects under the joint objects, and they will act as parents. if your pieces don't deform, but stay as rigid pieces, you don't need the bind command.
i reccomend using spline ik, instead of just regular ik, then you can control the curve you want for the joints:
This tutorial uses a human spine, but should be similar concept with whale spine 🙂
man i feel your pain. every now and then i hear about amazing things about some new software, so i decide to learn it. and just come crawling back to cinema :))
and some of the things are just so unexpected. like the FOV thing in max.
In maya they only recently got a text tool..
Blender doesn't have groups for objects.. like you can't group a bunch of objects into a null and then copy that null somewhere else..
love my cinema :))
https://corona-renderer.com/download
corona is a very capable render. and seems to support mac
Also octane is free on mac right now i think. so try that. its waaay easier to get started with than redshift.
you could also stick the extruded splines into a volume object, then mesher, then run retopo and sculpt on them. 🙂
here is an example with some quick text:
looks like its very font specific, maybe the clear type settings are messed up: https://www.laptopmag.com/articles/adjust-cleartype-windows-10
i assume the rest of your windows look fine?
well you can use soft body dynamics on cloner object, i just used it in grid mode.
connecting all the clones together is harder though, didn't quite work with the tracer object.. might need xparticles for that..
here is a video with the object manager: https://yadi.sk/i/D5QQ4gjyjWoDyQ
because you need joints for the other spans too, otherwise, you just get a linear distribution.
i used psr tags, to make the intermediate joints to move only 20%, 40%, 50% etc, between the 2 end joints.
I think the first step is building trust. So a real name and website 🙂 Otherwise you will only be able to work with the people desperate for work..
If i trust a client, i usually charge them at the end of a project.
new clients are charged 50% upfront usually.
some clients are charged 100% up front, but honestly that's reserved for those that can't keep to the scope of the project, and i don't really take their projects anymore.
But yeah, easiest way is to post on job boards. Art station also has some great artist filtering options which help to find freelancers.
awesome! I think the resources needs a menu item though:
It's not obvious that you can click on just the title. so that page is kinda hidden. ( i should do that on my site too 🙂 )
Reason i bring up baking, is because octane keeps choking on it if i make it too high res to get the detail. Thought it might work better with normal maps and lower res terrain.
so low res plane, displaced, and then high res normal map. Especially if you are doing fly overs and stuff i think would be great for production. Like if there was a button: convert to low res. and Bam, a nice and light asset.
awesome. Also, would it be hard to export an image map of the whole terrain map? like a displacement map?
Displacement + normal would probably be even more useful. So you could use a lower res mesh.
Just thinking out loud 🙂
will look into that export mode!
Thats awesome! I remember you had some train rig plugin that a studio i was working for used on a GE project.. damn that was a long time ago..
Yeah i can tell it's a very different tool. I'm trying to achieve the effect you had in your old tool and wondering if we can do that here. The one at 3.05 where you can place the spline and the terrain always matches it's height. seems very useful. Is it possible with your new tool?
would also be cool if we could generate vertex maps for use in other renderer, which are based on the various operators.
Just playing with this! really liking it! So intuitive and convenient.
Only thing i find missing is displacement which isn't restricted in the y-axis. For example i want displacement on the edge of a steep hill ( like rocks ) but they all only displace up vertically.
also when you make a curved terrain with a small radius, the edge get all scrunched up. https://yadi.sk/i/5zh2G663OGD-tA