Bleak Orbital Terminal - WIP Part 4

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marcel
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Bleak Orbital Terminal - WIP Part 4

Post by marcel » 17 Oct 2009, 15:58

Welcome on the new wip for the part4.
This month, I search some ideas for the futur special effects of the movie. For many times you ask me to explain more the construction of my work. Here's an example:
To make a tornado, the most important is the speed change of the rotation. On the ground the column turn faster than the upper. In fact the wind did not change speed but as the diameter increases, the speed of the rotation decreases.
I must therefore create an object that shows this effect. It should be useful to setting the speed change between the ground and the sky. The basic object shows the shape of the tornado. Then, I separate the object in horizontal slice.
Attachments
st0.jpg
st1.jpg
Last edited by marcel on 17 Oct 2009, 16:17, edited 2 times in total.
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Re: Bleak Orbital Terminal - WIP Part 4

Post by marcel » 17 Oct 2009, 15:59

Now, I pile the objects so that a portion of each object is superimposed. The superimposed part coincides with the alpha mask texture. This setting is necessary for the effect of the tornado. I select all the objects and do several rotation. now they have the same speed of rotation.
Attachments
st2.jpg
st3.jpg
Last edited by marcel on 17 Oct 2009, 16:20, edited 1 time in total.
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Re: Bleak Orbital Terminal - WIP Part 4

Post by marcel » 17 Oct 2009, 16:01

On the scene editor, all cursor objects are aligned. By moving the dimensioning tool I can vary the speed rotation of each slice. The difference in rotation between the slices will be attenuated (in the render) by the alpha mask of the textures. It look like a smooth transition of the speed between the slices. Note the Clip area (red) represent that i need. What is useful is you have a visual idea of the variation of the speed. Here, base0 (ground) have a speed x20 than base 8 (sky). The others objets are a duplication of the base to create debris around the tornado (with the transparency shader eroded). Just I change the diameter and the speed. I use a layer for each complete column.
Attachments
st4.jpg
Wireframe.jpg
Last edited by marcel on 17 Oct 2009, 16:25, edited 6 times in total.
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http://www.crea-vision.fr

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Re: Bleak Orbital Terminal - WIP Part 4

Post by marcel » 17 Oct 2009, 16:03

Here is a test. Realism is approximate. Just to see the speed change between ground and sky.
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storm_test.zip
(1.52 MiB) Downloaded 71 times
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Re: Bleak Orbital Terminal - WIP Part 4

Post by v3rd3 » 17 Oct 2009, 17:41

Amazing Marcel....

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Re: Bleak Orbital Terminal - WIP Part 4

Post by DesignDevil » 17 Oct 2009, 22:29

short: WOW !!!

This is great. Simple idea - great effect - give me more ;) One question, the flying particles around the rotating "cloud" - are a post effect?
I still use TrueSpace 6.6
Link: My Youtube Channel
Link: www.DesignDevil.de - Plugins, Tutorials and more about TrueSpace 6.6

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Re: Bleak Orbital Terminal - WIP Part 4

Post by Steinie » 17 Oct 2009, 23:02

You are one cool French Dude! That effect made me smile!

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Re: Bleak Orbital Terminal - WIP Part 4

Post by LeonRegis » 17 Oct 2009, 23:18

He is more than a cool french dude, he is Marcel :lol:
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Re: Bleak Orbital Terminal - WIP Part 4

Post by 3dvisuals dude » 18 Oct 2009, 00:12

You never cease to amaze me Marcel.... truly great talent! :bananacheers:
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Re: Bleak Orbital Terminal - WIP Part 4

Post by Finis » 18 Oct 2009, 01:34

Outstanding!

An animated texture on the rotating rings might enhance the effect.
The whole aim of practical politics is to keep the populace alarmed (and hence clamorous to be led to safety) by menacing it with an endless series of hobgoblins, all of them imaginary. -- H. L. Mencken

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