Wednesday, 15 October 2014

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Deflectors

Deflectors are used to deflect particles or to affect dynamics systems.
          
Topics in this section

POmniFlect Space Warp

POmniFlect is a planar version of the omniflector type of space warp. It provides enhanced functionality over that found in the original Deflector space warp, including refraction and spawning capabilities.

PDynaFlect (planar dynamics deflector) is a planar version of the dynaflector, a special class of space warp that lets particles affect objects in a dynamics situation. For example, if you want a stream of particles to strike an object and knock it over, like the stream from a firehose striking a stack of boxes, use a dynaflector.

SOmniFlect is the spherical version of the omniflector type of space warp. It provides more options than the original SDeflector. Most settings are the same as those in POmniFlect. The difference is that this space warp provides a spherical deflection surface rather than the planar surface. The only settings that are different are in the Display Icon area, in which you set the Radius, instead of the Width and Height.

The SDynaFlect space warp is a spherical dynaflector. It’s like the PDynaFlect warp, except that it’s spherical, and its Display Icon spinner specifies the icon's Radius value.

UOmniFlect, the universal omniflector, provides more options than the original UDeflector. This space warp lets you use any other geometric object as a particle deflector. The deflections are face accurate, so the geometry can be static, animated, or even morphing or otherwise deforming over time.  

The UDynaFlect space warp is a universal dynaflector that lets you use the surface of any object as both the particles deflector and the surface that reacts dynamically to the particle impact.

The SDeflector space warp serves as a spherical deflector of particles.

The UDeflector is a universal deflector hat lets you use any object as a particle deflector.

The Deflector space warp acts as a planar shield to repel the particles generated by a particle system. For example, you can use Deflector to simulate pavement being struck by rain. You can combine a Deflector space warp with a Gravity space warp to produce waterfall and fountain effects………

Monday, 29 September 2014

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Photo manipulation

Photo manipulation (also called photo shopping or—before the rise of Photoshop software—airbrushing) is the application of image editing   techniques to photographs in order to create an illusion or deception (in contrast to mere enhancement or correction) after the original photographing took place.

Types of digital photo manipulation
In digital editing, photographs are usually taken with a digital camera and input directly into a computer. Transparencies, negatives or printed photographs may also be digitized using a scanner, or images may be obtained from stock photography databases. With the advent of computers, graphics tablets, and digital cameras, the term image editing encompasses everything that can be done to a photo, whether in a darkroom or on a computer. Photo manipulation is often much more explicit than subtle alterations to color balance or contrast and may involve overlaying a head onto a different body or changing a sign's text, for examples. Image editing software can be used to apply effects and warp an image until the desired result is achieved. The resulting image may have little or no resemblance to the photo (or photos in the case of compositing) from which it originated. Today, photo manipulation is widely accepted as an art form.
There are several subtypes of digital image-retouching:

Technical retouching
Manipulation for photo restoration or enhancement (adjusting colors / contrast / white balance (i.e. gradational retouching), sharpness, removing elements or visible flaws on skin or materials,)

Creative retouching
Used as an art form or for commercial use to create more sleek and interesting images for advertisements. Creative retouching could be manipulation for fashion, beauty or advertising photography such as pack-shots (which could also be considered inherently technical retouching in regards to package dimensions and wrap-around factors). One of the most prominent disciplines in creative retouching is image compositing. Here, the digital artist uses multiple photos to create a single image. Today, 3D computer graphics are used more and more to add extra elements or even locations and backgrounds. This kind of image composition is widely used when conventional photography would be technically too difficult or impossible to shoot on location or in studio.

Use in glamour photography

The photo manipulation industry has often been accused of promoting or inciting a distorted and unrealistic image of self; most specifically in younger people. The world of glamour photography is one specific industry which has been heavily involved with the use of photo manipulation (an obviously concerning element as many people look up to celebrities in search of embodying the 'ideal figure)

Photo shopping
Photo shopping is a neologism for the digital editing of photos. The term originates from Adobe Photoshop, the image editor most commonly used by professionals for this purpose; however, any image-editing program could be used, such as Paint Shop Pro, Corel Photo paint, Pixelmator, Paint.NET, or GIMP. Adobe Systems, the publisher of Adobe Photoshop, discourages use of the term "Photoshop" as a verb out of concern that it may become a generic trademark, undermining the company's trademark.

Monday, 15 September 2014

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Color Grading

Color grading is the process of altering and enhancing the color of a motion picture, video image, or still image either electronically, photo-chemically or digitally. The chemical process is also referred to as color timing and is typically performed at a photographic laboratory. Modern color correction, whether for theatrical film, video distribution, or print is generally done digitally in a color suite.

Primary and secondary color correction
Primary color correction affects the whole image utilizing control over intensities of red, green, blue, gamma (mid tones), shadows (blacks) and highlights (whites) of the entire frame. Secondary correction is based on the same types of processing used for Chroma Keying to isolate a range of color, saturation and brightness values to bring about alterations in luminance, saturation and hue in only that range, while having a minimal or usually no effect on the remainder of the color spectrum. Using digital grading, objects and color ranges within the scene can be isolated with precision and adjusted. Color tints can be manipulated and visual treatments pushed to extremes not physically possible with laboratory processing. With these advancements, the color correction process became increasingly similar to well-established digital painting techniques and ushered forth a new era of digital cinematography. 


Masks, Mattes, Power Windows
The evolution of digital color correction tools advanced to the point where the colorist could use geometric shapes (like mattes or masks in photo software such as Photoshop) to isolate color adjustments to specific areas of an image. These tools can highlight a wall in the background and color only that wall—leaving the rest of the frame alone—or color everything but that wall. Subsequent color correctors (typically software-based) have the ability to use spline-based shapes for even greater control over isolating color adjustments. Color keying is also used for isolating areas to adjust.

Inside and outside of area-based isolations, digital filtration can be applied to soften, sharpen or mimic the effects of traditional glass photographic filters in nearly infinite degrees.

Wednesday, 27 August 2014

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Geometry Caching

You can save your Polygon mesh, NURBS (including curves) surface, and Subdivision Surface deformations (skin and non-skin) to a server or local hard drive by caching your object’s deformations to a geometry cache. 

Geometry caches are special Maya files that store vertex transformation data. They are useful when you want to reduce the number of calculations Maya performs when playing back or rendering scenes that contain many deforming objects, and they allow you to easily mix and edit your object’s deformations in an intuitive, nonlinear manner. With geometry caches, you can also exchange point data through the Autodesk® FBX® plug-in with other supported software packages. Cache Blend Shapes so that you can further modify their deformations by replacing or deleting geometry cache frames. Cache a character’s high resolution skin with many deformations to speed up the playback or rendering of its scene. You can create geometry caches for your objects from the Geometry Caching.

Wednesday, 13 August 2014

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Redirect

Makes the current character set redirectable. When a character set is redirectable, this mean that you can now change the translation and orientation of already established (motion capture) animation.

Rotation and Translation Creates a rotation and translation control for the current character set.

 Rotation Only

Creates a rotation redirection control for the current character set. The rotation redirection control appears at the origin of the current character. The rotation redirection control is useful if you want to change the orientation of your character set’s pivot. For example, you can manipulate a rotation redirection control to get a character to turn 90 degrees (around a corner perhaps) halfway through its walk cycle.

Translation Only

Creates a translation redirection control for the current character set. The rotation redirection control appears at the origin of the current character.


The translation redirection control is useful if you want to change the translation of the point around which your object pivots. For example, you can manipulate the translation redirection control to change the place at which a character lands from a jump.

Monday, 28 July 2014

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Destruction of Rigid Bodies and FEA


The DMM stands beyond above in comparison to traditional RBD (Rigid Body Dynamics).The RBD can control the simulations with limited number of ways, where DMM has 100s of degrees of freedom. The eminency which DMM holds is its flexibility of changing physical material properties from jelly to concrete.

The DMM also holds real world physical materials and attributes like Young’s modulus, Friction, Gravity, Poisson values...etc.

Digital molecular matter is a next generation revolution in FX industry which is based on FEA (Finite Element Analysis).FEA was introduced in 1940’s and developed further in 1960’s and 70’s .The FEA was used to detect the defects of Nuclear plant and gas pipelines. FEA is used to detect the change in the material properties under stress and strain. This technology was implemented in CGI by Pixelux Entertainment. The idea of this technology was considered by M.P.C, also and was used in their pipeline with Project “KALI”.

The DMM has a unique mesh called “TET”Mesh which is different from a polygonal mesh; in this case the Tetrahedral is connected to each other with vertices, edges and faces and entirely dense from inside. The simulation of mesh takes place in manner like, a low resolution is encapsulating the high resize output surface mesh and drives the output mesh.Ini actual it’s the simulated mesh which do all the simulations and dynamics from the input received from DMM simulator. The DMM is way fast and predictable and now a day’s a lot of software’s are also supporting the FEA.

Monday, 14 July 2014

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Polygon Modeling Work-Flow

Polygon modeling is a traditional modeling system of creating geometries that help in creating design visualizations like building, architectures, set designs and stalls. Polygon modeling workflow is widely accepted and has been a benchmark and only accepted method of animation industry for crating compelling art of characters, monsters, games and movies and advertisements.

Polygon is a straight sided geometry used for creating shapes and design from very basic primitives to the extreme level of organic humanoid details. This technology is used in high end software’s like Maya and 3DS MAX, Softimage, Houdini, Light wave 3D, Cinema 4D etc. The polygons were brought in a next generation level of modeling in Zbrush which was the game changer and introduced the concept of digital sculpting by enabling toolset on polygons which made an artist to work and feel as If in the real clay environment.

Polygons are widely used in various platform of android games,X-Boxx,PS3 and computer gaming consoles. The environment and props designed in games are completely made up and utilized in an efficient manner with polygons. Polygon modeling is a very versatile and connecting and editing points in polygon is very intuitive and can be easily concede. Polygon modeling workflow is used in medical and engineering department to impart next level of education and knowledge to industry trained professionals and newbie also.


Polygon in its technical structure is composed of Vertices, edges, faces and UVs. The polygon in its sub object level is always edited to comprehend changes. UVs are the most essential part of Vertices which are programmed to provide and capture texture details and their main task is to Transfer pixel data to spread on 3D surface mesh.
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