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By Tora_2097
#370216
I was just too lazy for the tire deformation Brian. :) Also both cars are for animation purposes and I am not sure yet if a simulation of tire deformation in possible in the way I imagine it (not only flatness because of the cars weight but also bending/flexing during weight shifting in corners). The 275 GTB would probably need something like this to look realistic in corners.
Anyway here are 2 more:

Image

Image
User avatar
By eric nixon
#370219
Theoretically you could add a dynamic softbody as a child of the wheel and have it obey keyframe pos/rotation while deforming from side friction.
For animating a 'well behaved car', the sripted plug-in approach makes more sense. Dynamic sims get crazy quite easily.

Ben, for that last shot there are a couple of tricks to fake a moving reflection, first Ive seen some blurred hdri by Harniman but I havent tried them yet..
Secondly, its possible to animate the x scale of the hdri so that it gets longer, with the overlapping seam occuring infront of the camera.. hope that makes sense, but it depends on the shot,.. actually I guess mapping the hdri to geo is safer.

Here are 2 road map sets, still very large files because still wip.. Hope someone can use these as a start.. sry wall maps not included.
http://www.mediafire.com/download/df82n ... dule_A.zip
http://www.mediafire.com/download/x4l8q ... dule_B.zip
needs more work...
Image
User avatar
By eric nixon
#370233
Just Photoshop for the maps, prob taking the red channel (to isolate grass for example) or sometimes the blue channel,, for spec, I'm not sure now :oops:
Anyway, use the highpass filter for any bump or disp maps, and some manual intervention helps. and inverting + levels ofcourse..
By photomg1
#370237
Thanks Eric , think I'll make a post in the main forum rather than derail this thread I've just been looking options on bitmap2material filter forge etc.
It was the size of your maps that got me wondering what you use .(Plus the fact they look great :D )

Anyway looking forward to more images from you and Tora.
Last edited by photomg1 on Wed Aug 14, 2013 8:08 pm, edited 1 time in total.
User avatar
By eric nixon
#370277
Yesterday I found this cool golf model.

Image

I wanted to make a 'normal' car rig without any RC type mechanical chassis.

Simple 4WD design; Dynamic view, that feint box represents the chassis mass, the wheel rims are attached with 'car suspension' connectors, which is basically a combination of a spring on a slider with a steering input, this rig is as mechanically simple as possible and relies on 'digital' power-differential and steering inputs, as well as active suspension, which is all nodally scripted < so that was the tricky bit, taking the users (my) speed and steering input and translating that into power delivery / steering angle / suspension settings PER WHEEL.

Image

image sequence for framanip, 30fps.

http://www.mediafire.com/download/bqpgw ... nce_GL.zip
User avatar
By eric nixon
#370318
Keyframed gas, brake and steering at around 3-4fps (this car could be realtime with some tweaks, but its actually easier to drive it in slow-mo). After that the keyframes are tidied up, and tweaked if the sim ends up wildly different to the intended manouvere,... that happens mostly because of bad driving.
User avatar
By Tora_2097
#370387
Meanwhile:
I rigged both Ferrari's , the 275 is probably too soft. They are real time controllable in the viewport with a mouse, keyboard or even gamepads and wheels. Refresh rate is very good but can drop if ground detection is set to be very accurate. All wheels and suspensions can be set individually.

http://www.ag-systems.net/videos/Sequence%2001_1.mp4


http://www.ag-systems.net/videos/Sequence%2001_2.mp4
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