I had a look at trying to re-create something I'd seen a while ago on this demo by Hans Godard, essentially hi-jacking Maya's polyModifiers with a componentList. It's something I've been exploring with a colleague over the last week. Lots of fun to be had. I'm sure there's lots of ways of chaining the modifiers to produce cool effects.
Showing posts with label maya api. Show all posts
Showing posts with label maya api. Show all posts
Wednesday, 12 April 2017
Sunday, 2 April 2017
Texture Deformer
I had a look at combining Maya's 2D procedural textures and a custom deformer this week. It turns out you can produce some pretty sweet effects, which I haven't really delved into too much so far since there is a ton of layering and cool things you can do with the procedural textures, including animating them.
I used MFnMesh.anyIntersection to test for collision from rays fired from the points of the deforming mesh, in the direction of the reverse normal of the plane. A colleague pointed me to MDynamicsUtil.evalDynamics2dTexture which gave me the colour information I needed, after using MFnMesh.getUVAtPoint to retrieve the UV values at the collision point returned from MFnMesh.anyIntersection.
All in all, it's pretty damn speedy considering all the calculations it's performing. I added in the blend falloff functionality from the inflate deformer for some additional deformation options.
I used MFnMesh.anyIntersection to test for collision from rays fired from the points of the deforming mesh, in the direction of the reverse normal of the plane. A colleague pointed me to MDynamicsUtil.evalDynamics2dTexture which gave me the colour information I needed, after using MFnMesh.getUVAtPoint to retrieve the UV values at the collision point returned from MFnMesh.anyIntersection.
All in all, it's pretty damn speedy considering all the calculations it's performing. I added in the blend falloff functionality from the inflate deformer for some additional deformation options.
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