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Orbaz Technologies Forum Index » User Gallery » Buildings and trees: growth animation using box 1 and 3.
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Buildings and trees: growth animation using box 1 and 3.
PostPosted: Sun Apr 19, 2009 7:07 am Reply with quote
reform
Joined: 30 Apr 2008
Posts: 52




All trees and buildings animated using pflow box 1 and 3. This almost brought my workstation to its knees!

http://www.reformstudios.com/arch-vis/independenc-newtown-masterplan/

Thanks go to Oleg for making the tools avaiable to achieve this effect!
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PostPosted: Sun Apr 19, 2009 12:23 pm Reply with quote
jrandom
Joined: 06 Feb 2007
Posts: 1089
Location: SLC Utah




Nice, I like the grow and popup effect Wink Great animation!

LOL, now that is urban sprawl:D Glad they have nice amounts of open space. Smile
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PostPosted: Mon Apr 20, 2009 11:18 am Reply with quote
PsychoSilence
Joined: 25 Sep 2005
Posts: 1507
Location: New Orleans




I like it too! Nice and creative way of letting a masterplan grow Smile

can u go into more detail what u used box#3 for e.g.?

kind regards,
Anselm

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PostPosted: Mon Apr 20, 2009 12:24 pm Reply with quote
Galagast
Joined: 22 Feb 2005
Posts: 781
Location: Philippines




coool! I can only guess how you rendered those! did you split it up onto passes/layers, or did you went with it in one go? (for the trees) Very Happy

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Jeff Lim
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PostPosted: Tue Apr 21, 2009 9:33 am Reply with quote
reform
Joined: 30 Apr 2008
Posts: 52




Thanks for compliments guys!
Embarrassingly, I had to employ box-3 to deal with the caching, no clever use of box-3 for the animation. The trees and buildings were all animated with a simple speed-by-icon, triggered by a b+w animated texture map. Given the massive number of trees, and the calculation time required when using a birth by texture operator, the only way to work on this scene was with disk-cached particles.

The animation you see is pretty-much straight out the box with a bit of post DOF and colour correction. The only thing comped over were the flock of birds (if you spotted them!). The animated base map was simply a mix-map using the same animated map used to drive the pflow triggering to transform between "wild" landscape and the "developed" landscape. All pavements and roads were modelled into the mesh. The same animated map was used to make the existing site disappear leaving the new roads, pavements and lanscaping appear from behind.

It's been a while so some of the details above might not be spot on, but it's pretty much how I remember it.
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Buildings and trees: growth animation using box 1 and 3.
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