Freschrenders - Judgement Day (Part 3) - Work in Progress #7
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Freschrenders - Judgement Day (Part 3) - Work in Progress #9
About This Title
Oh my god this shot was a TOUGHY but it's done. The simulation required for this one took a while and just the ground fracturing you see in the shot required over 5 GB of space.
Hair, Growth, and the Object Space ProblemThe largest setback I had when working on this shot was the interaction with Legacy's growth, genital simulation, and hair. This might be a long winded explanation so hopefully it should make sense.
Legacy has to move forward and be scaled at the same time as he grows with each step. The difficulty is that different problems arise with different methods of scaling/movement in each object space. For example, scaling a rig via the root in pose space does not retain the hair length. This makes Legacy's cheek tufts shrink as he grows.
The alternative to this is scaling via the origin. This brings another problem, though. Since I'm using the armature modifer in addition to the surface deform modifier, transforming Legacy forward in space applies double transforms to the surface deformer cages. This ends up shooting the cage forward at an exponential rate, like below.
So that means that the movement needs to occur via object space rather than with the root bone, right? Well that introduces, once again, another problem. Because Legacy is scaling at his object origin and his rig root is shifting forward, his scaling pivot is being offset leading to him FLYING forward when scaling him up.
It's a situation of not being to have my cake and eat it too. However, there is ONE solution. It ended up being adding a geometry nodes that inverts Legacy's transformation matrix to keep the surface deformers in place. This prevents the issue of a double transformation while allowing the simulations to still do their magic.
The one important thing to note is that transforming the geometry after to make sure it's in place with the body is very important so that the surface deform works properly.
Legacy's Stripe GlowA detail that I'm sure you've noticed is the flowing line animation that plays whenever Legacy grows.
The first step was creating a secondary custom UV map. The easiest way to do this was to go into the front orthographic view and use the "UV project from view".
The node setup is relatively simple. It's simply just using the UV map, offsetting the center point, and applying a wave texture to that UV map.
Changing the phase offset (which is currently animated using a driver) allows for the flowing effect to work. All the nodes past the 'wave texture' node are just for adjusting the brightness of the effect.
An Update on the Shot ListDue to the sheer scale of Legacy, I need to adjust the shot list. This means that the last two shots need to be scrapped and redone. Instead of a fighter jet scene, Legacy will be finally able to take a seat after a romp through the states. Take a look at the updated shot list below.
And that's all for this WIP! I'm nearing the completion of Judgement Day - Part 3 with only 2 shots left.Oh my god this shot was a TOUGHY but it's done. The simulation required for this one took a while and just the ground fracturing you see in the shot required over 5 GB of space.
Hair, Growth, and the Object Space ProblemThe largest setback I had when working on this shot was the interaction with Legacy's growth, genital simulation, and hair. This might be a long winded explanation so hopefully it should make sense.
Legacy has to move forward and be scaled at the same time as he grows with each step. The difficulty is that different problems arise with different methods of scaling/movement in each object space. For example, scaling a rig via the root in pose space does not retain the hair length. This makes Legacy's cheek tufts shrink as he grows.
The alternative to this is scaling via the origin. This brings another problem, though. Since I'm using the armature modifer in addition to the surface deform modifier, transforming Legacy forward in space applies double transforms to the surface deformer cages. This ends up shooting the cage forward at an exponential rate, like below.
So that means that the movement needs to occur via object space rather than with the root bone, right? Well that introduces, once again, another problem. Because Legacy is scaling at his object origin and his rig root is shifting forward, his scaling pivot is being offset leading to him FLYING forward when scaling him up.
It's a situation of not being to have my cake and eat it too. However, there is ONE solution. It ended up being adding a geometry nodes that inverts Legacy's transformation matrix to keep the surface deformers in place. This prevents the issue of a double transformation while allowing the simulations to still do their magic.
The one important thing to note is that transforming the geometry after to make sure it's in place with the body is very important so that the surface deform works properly.
Legacy's Stripe GlowA detail that I'm sure you've noticed is the flowing line animation that plays whenever Legacy grows.
The first step was creating a secondary custom UV map. The easiest way to do this was to go into the front orthographic view and use the "UV project from view".
The node setup is relatively simple. It's simply just using the UV map, offsetting the center point, and applying a wave texture to that UV map.
Changing the phase offset (which is currently animated using a driver) allows for the flowing effect to work. All the nodes past the 'wave texture' node are just for adjusting the brightness of the effect.
An Update on the Shot ListDue to the sheer scale of Legacy, I need to adjust the shot list. This means that the last two shots need to be scrapped and redone. Instead of a fighter jet scene, Legacy will be finally able to take a seat after a romp through the states. Take a look at the updated shot list below.
And that's all for this WIP! I'm nearing the completion of Judgement Day - Part 3 with only 2 shots left.
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