Meeting to gather another round of feedback from the animation studio pipeline perspective.
Participants: Andy Goralczyk, Dalai Felinto, Simon Thommes
- The priority now should be to polish/sort out any instancing related issue.
- It is already more powerful in terms of rotation.
- Andy is figuring out how to do things (e.g., rotate point, align so that is aligned with an axis).
- Miss option to have object count (e.g., T84608).
- Current workarounds may suffice, but for future cases will be a problem.
- Simon proposed a new workaround where the collection to be instanced has duplicated of its objects based on the required count.
- What is the name for builtin attributes?
- Hard to find which attributes to add.
- How to keep track of the attribute values.
- Interpolation of normals when (implemented, still need check if Andy is happy).
- World space without reference object.
- (Dalai explained to Andy why this is not in the current design, but some sort of “self” node may help with that).
- No way of going into the texture (the plan is to mimic the displacement modifier behavior).
- Generated mapping coordinates would be helpful.
- Tree leaves can still be in the agenda.
- Object info node needs “make real”.
- Bark modeling will be done by shaders.
- Procedural modeling should focus on advanced array modifiers and hard surfacers needs.
“What is the tornado scene of the Sprites movie?” A reference to “Cosmos Laundromat”, the scene where we spend all our VFX budget and where a lot of pain is expected from.
The closest to this would be the
drowning shot. That said there are other scenes that are could use particles in a way or another:
- Note: Most of the stuff they need can be done with Blender.
- Animation with flowmap
- Melting is already possible.
- Campfire can use mantaflow unless the project goes to a more stylized look, which is yet to be defined.