Torus Knot

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Post by SteveBe // Jul 16, 2007, 7:55am

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Torus knot animation attached. Modeled in Moi and exported as an OBJ file.
Imported into tS 751 and animated alpha texture x movement. Imported frames
into PS3 Ext. and applied sketch filter.

Thanks to Anthony for the torus knot tutorials!

Post by Jack Edwards // Jul 16, 2007, 8:55pm

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Ok... I'll bite. How'd you key the UV changes?


Neat animation by the way. Be cool if it was a bit longer or looped. :)


-Jack.

Post by SteveBe // Jul 16, 2007, 9:54pm

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Thanks Jack!

UV keying is done by exporting the MoveX nodes for the Alpha, Texture & Normal texture of the DX shader.

The animation should loop, just set repeat on your movie player.

Scene file attached for anyone who wants to check it out. Navigate into the material
and you'll see how MoveX is exported to the root level. This is the same way
many settings can be keyframed.

Post by Jack Edwards // Jul 16, 2007, 11:31pm

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Bummer. Causes me to get the "Rendering as failed for this window error" otherwise known as the "Grey Screen of Death" :p when I try to open it. Looks like this scene might be one to have the devs look at.

You're implementation is interesting. Looks like you took advantage of a feature unique to the DX shader you used though. I'd be curious to see this implemented in a more general way with VRay.

Thinking about animated UV coordinate effects takes me back to the days of Future Crew and the scrolling smoke and fire generation algoritms. It'd be really cool to use one of those real-time fire generation algorithms to make an animated DX shader.

Anyways back to UV animation, lots of cool things can be animated with that: running water, conveyor belts, car wheels, smoke.

Guess it could only be done with a DX shader, but it'd be cool to have animated UV maps for different channels. Like having a smoke texture move upwards continuously, but have a static alpha map that fades it out as gets towards the top so that the repeating shapes aren't as noticable...

Cool stuff Steve. :)

-Jack.

Post by transient // Jul 17, 2007, 12:21am

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I agree, very cool. :cool:

Post by 3dvisuals dude // Jul 21, 2007, 4:07pm

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Torus knot animation attached. Modeled in Moi and exported as an OBJ file.
Imported into tS 751 and animated alpha texture x movement. Imported frames
into PS3 Ext. and applied sketch filter.

Thanks to Anthony for the torus knot tutorials!

Hi SteveBe,

I downlaoded this and it's really cool! I'd love to see texture animations like this in virtual space when Roman rolls out the upcoming TruePlay 2.0 he just announced in his Captain's Blog post.

It'll be a blast to see what we all create in these new rented spaces of ours and I'll definitely be taking a stab at trying to do there what you did here!

I use Moment Of Inspiration ( http://www.moi3d.com/ ) for NURBS models too and LOVE it! It's by far the best trueSpace Companion Tool I ever used and I use it every day now. Glad to see you also use it, and I'd love to see more MOI stuff from you in here anytime!:)

Well done!

- 3dvisuals dude

Post by SteveBe // Jul 21, 2007, 4:36pm

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Total Posts: 282
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Thanks for checking it out guys!:)

Bummer. Causes me to get the "Rendering as failed for this window error" otherwise known as the "Grey Screen of Death" :p when I try to open it. Looks like this scene might be one to have the devs look at.
-Jack.

Strange, Im not getting this error, maybe the custom lights in the scene, they're
set to 2048 for the shadow map, only other thing a little unusual is the alpha map in the texture.

Hi SteveBe,

I downlaoded this and it's really cool! I'd love to see texture animations like this in virtual space when Roman rolls out the upcoming TruePlay 2.0 he just announced in his Captain's Blog post.

It'll be a blast to see what we all create in these new rented spaces of ours and I'll definitely be taking a stab at trying to do there what you did here!

I use Moment Of Inspiration ( http://www.moi3d.com/ ) for NURBS models too and LOVE it! It's by far the best trueSpace Companion Tool I ever used and I use it every day now. Glad to see you also use it, and I'd love to see more MOI stuff from you in here anytime!:)

Well done!

- 3dvisuals dude

Yes, Moi works very well with tS and I like the fact it can retain quads &
N-gons with OBJ export. I use IGS export as well which I can import with tS
Conversion Pak 2.1.

I've seen the drive by you & Rayman to get 3dm import into tS, which I think is a good thing
for tS to have once/if NURBS is incorporated into the workSpace side.:)

I think I can speed this up for real-time by moving the UV instead of the texture mapping in the shader,
I mostly set this up with the intention to render to animation.

Edit:

Here's a sample of a guitar that was imported with OBJ format. You can see the nice quad translation on compound curves in the wire,
pretty sweet and easy to continue poly editing in tS.

Post by 3dvisuals dude // Jul 21, 2007, 7:27pm

3dvisuals dude
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Thanks for checking it out guys!:)
Yes, Moi works very well with tS and I like the fact it can retain quads &
N-gons with OBJ export. I use IGS export as well which I can import with tS
Conversion Pak 2.1.

Ahhh... immediately I'm a jealous man. I want Conversion Pak 2.1 capabilities but I want them already built-in to trueSpace, not as a plugin Pak... I nearly got that Pak when I got TS6.6 and regret deciding on the Flash plugin instead now. Frankly it burns my tail that these features are "extras."

I love the quad handling in M.O.I. also, very elegant meshes, especially when creating organics.

One of my favorite heavily-used features of M.O.I. is projecting lines and curves onto the surfaces of other objects just like Rhino does (for those who can afford Rhino that is!), it's fantastic when you can do that and then use those same projection curves as trimming curves to then alter the geometry of the target mesh as though those curves existed all along... makes it very easy to make eyesockets and natural-looking new extrusion points on a surface for things like embossed lettering. I can do this in trueSpace with a little more work, but no where near as rapidly.

I've seen the drive by you & Rayman to get 3dm import into tS, which I think is a good thing
for tS to have once/if NURBS is incorporated into the workSpace side.:)

I agree, it certainly would be a great thing for all of us, and by "all of us" I mean it would bring the trueSpace Community, the M.O.I. Community, and the Rhino Community ~much~ closer together to share that NURBS format.

Having 3DM import capability alone on trueSpace 7.6 (not a typo!) WorkSpace Side would be truly fabulous... what we could then do with M.O.I. and Rhino NURBS models with trueSpace's unprecedented new toolsets and LE Based scripted vertex animation in our own rented Caligari virtual private Shared Spaces for others to explore FREE online (via truePlay 2) with many folks simultaneously.... these Caligari capabilities would genuinely astonish the Customers of M.O.I. and Rhino, drawing many new Customers to Caligari.

In turn, of course, such fluent 3DM NURBS Format compatability between these three Communities would also lead to many new Customers for M.O.I. and Rhino... although there's no need to worry about losing any Caligari Customers in such a development, in that neither M.O.I. nor Rhino will ever begin to approach the quality or quantity of the overall capabilities already present within trueSpace. It would simply be an absolute "win win" situation for all concerned. :)

I think I can speed this up for real-time by moving the UV instead of the texture mapping in the shader,
I mostly set this up with the intention to render to animation.

Cool! I was hoping you would say that! :D

Edit:

Here's a sample of a guitar that was imported with OBJ format. You can see the nice quad translation on compound curves in the wire,
pretty sweet and easy to continue poly editing in tS.

Now this hurts Steve...

I used to have an old 1950's Guild semi-accoustic jazz guitar with f-holes just like that guitar (only the body was about 2 and 1/2 inches thicker) and I really miss that guitar.... now here you go reminding me of that fact.;)

Yeah, M.O.I.'s a blast for whipping up sweet models like that in a snap. Now if Caligari just made all their trueSpace NURBS Tutorials **FREE** maybe a few less of us would be discovering how awesome M.O.I. really is for these things.;)

Too late though in fact.

- 3dvisuals dude

Post by RichLevy // Jul 22, 2007, 12:53am

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It's like a snake. I like it.


Rich

Post by RAYMAN // Jul 22, 2007, 5:22am

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I use Moment Of Inspiration ( http://www.moi3d.com/ ) for NURBS models too and LOVE it! It's by far the best trueSpace Companion Tool I ever used and I use it every day now. Glad to see you also use it, and I'd love to see more MOI stuff from you in here anytime!:)



Well done!



- 3dvisuals dude

Yes I think that too !

I´d love to see it work with the future morph tools too!:)

Post by 3dvisuals dude // Jul 22, 2007, 1:09pm

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@ SteveBe and Jack Edwards:

You guys have really sparked my imagination here quite a bit, and I just have to ask you two...

...can this same method or a derivative of it be applied to vertex coordinates to animate plane surfaces for the illusion of moving water in realtime shared spaces?

- 3dvisuals dude

Post by Jack Edwards // Jul 23, 2007, 2:25am

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Geometry animation would be something different, but might be cool to use both approaches together. A script or key framed animation for distorting the geometry and a UV animation for moving the textures. It could give decent visuals for a real time environment with minimal geometry.


-Jack.

Post by SteveBe // Jul 23, 2007, 5:34am

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Scene File attached with a water example. Uses movement of textures & displacement.

Credit & thanks to Dele for Triggered Loop.:)

Post by Jack Edwards // Jul 23, 2007, 5:41am

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Way cool Steve! I forgot about realtime displacement mapping. :D


-Jack.

Post by 3dvisuals dude // Jul 23, 2007, 10:14am

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Scene File attached with a water example. Uses movement of textures & displacement.

Credit & thanks to Dele for Triggered Loop.:)

http://www.addis-welt.de/smilie/smilie/schild/You_Rock_Emoticon.gif

~ FANTASTIC !!! ~

This is really GREAT!!!!!!!!!!

You do realize what this will mean for us shared space designers now, right?!?

WOW... this just made my day!!!!!

Thanks Steve!

This is a reallly cool thing to study in the LE also... very complex but very elegant at the same time... amazing work.

My current shared space submarine project thanks you as well!:D

Man, what a great day this is!

- 3dvisuals dude

Post by SteveBe // Jul 23, 2007, 2:36pm

SteveBe
Total Posts: 282
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Thanks guys, glad you like it!

This process can be used for many things, cluods, smoke etc. to name a few.

BTW, this may interest some Vray users, Attached short Vray video using
the same type of process of keyframing texture movement.

Post by Jack Edwards // Jul 23, 2007, 3:52pm

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Now we're talkin' :D


Using script to modify the matrix for the UV projection?


-Jack.

Post by 3dvisuals dude // Jul 23, 2007, 4:04pm

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Total Posts: 1703
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Thanks guys, glad you like it!

This process can be used for many things, clouds, smoke etc. to name a few.

BTW, this may interest some Vray users, Attached short Vray video using
the same type of process of keyframing texture movement.

Wow, this is sweet too!:D

Looks like Jack got his "Vray Conveyor Belt" concept implemented here!
A great idea for use in shared space for sure. Thanks for making this one happen too Steve! (Thanks to Jack for mentioning the idea here too!):)
The way that Caligari decal crosses that cube corner so seamlessly, and then those sweet Vray reflections... way nice Steve.

I can see you're another one of these folk who don't waste any time at all when you set your mind to a thing! (I always admired that in people since I tend to be such a "scatterbrain" in general!)

Well done, and as they say in showbusiness, definitely "a hard act to follow!":D

- 3dvisuals dude

Post by SteveBe // Jul 23, 2007, 7:34pm

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Now we're talkin' :D

Using script to modify the matrix for the UV projection?

-Jack.

It's the same process as the torus knot. Navigate into the object to the Vray Texture
and export the node (in this case the DiffTexCoordMoveX) to the scene root level.
It will then show up in the Keying paneol & can be keyframed/animated. This is the
same as the S & T offset in the old Lightworks shaders. A range from
0 to 1 for one scroll of the texture. This works for texture move, scale, shininess,
spec. strength, alpha etc. as well.

Post by Jack Edwards // Jul 24, 2007, 5:19am

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Sweet. I didn't think that directly linking DX shaders to VRay materials would work yet? That does open a lot of opportunities for people with strong LE skills.


-Jack.

Post by frootee // Jul 24, 2007, 6:25am

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I wonder why nodes like this need to be exported all the way up to the scene root level in order to be animated. Wouldn't this be easier if we could just drill down to access the data, and animate from there? (developer question I guess).


I know this is not related to vray/texture animation but, can we follow the same export-process for an object hierarchy? In particular I am thinking about one of the RC cars in the library: I'd like to animate the length of some of the parts.


Thanks!


Really interesting effect, btw.


Froo


It's the same process as the torus knot. Navigate into the object to the Vray Texture

and export the node (in this case the DiffTexCoordMoveX) to the scene root level.

It will then show up in the Keying paneol & can be keyframed/animated. This is the

same as the S & T offset in the old Lightworks shaders. A range from

0 to 1 for one scroll of the texture. This works for texture move, scale, shininess,

spec. strength, alpha etc. as well.

Post by SteveBe // Jul 24, 2007, 7:47pm

SteveBe
Total Posts: 282
pic
I know this is not related to vray/texture animation but, can we follow the same export-process for an object hierarchy? In particular I am thinking about one of the RC cars in the library: I'd like to animate the length of some of the parts.

Hi frootee,

With a grouped (encapsulated) object you should be able to keyframe the object and
use the down arrow to navigate to sub-parts and keyframe their size, rotation etc. with the widget.

This should also be accessable in the DopeSheet as well, depends on how the hierarchy is setup for the object.

You may need to do some setup with each sub-objects axis to make sure the length is changed from the correct origin.

Hope this makes sense, my written discriptions aren't the best.:confused:

Post by 3dvisuals dude // Jul 27, 2007, 4:10pm

3dvisuals dude
Total Posts: 1703
pic
It's the same process as the torus knot. Navigate into the object to the Vray Texture
and export the node (in this case the DiffTexCoordMoveX) to the scene root level.
It will then show up in the Keying paneol & can be keyframed/animated. This is the
same as the S & T offset in the old Lightworks shaders. A range from
0 to 1 for one scroll of the texture. This works for texture move, scale, shininess,
spec. strength, alpha etc. as well.

Hi SteveBe and thanks for all your great contributions here in this thread. It may be a few months before people here start really developing their own online shared space scenes like the ones Roman indicated in his Captain's Blog here are coming soon for us with the rollout of truePlace 2, but when that day arrives there will be quite a few people in addition to myself who will be indebted to you for what you have made possible for us all with these contributions to the Community.

I was looking at the statements quoted above in greater detail today and had a related idea...

..could an alternating loop be created within the LE which alternates between several (lets say 2 to keep it easy) textures as input to the
animated texture scripts you have developed here, resulting in an animated "crossfade effect" between those textures? Kind of like the animated images that were projected onto walls in concert halls back in the '60's and '70's!

In fact, I suppose if this is possible they could probably be projected in a similar fashion also, maybe as input to an image based light, not sure about that though.... just a thought.

This is all really very fascinating stuff to me, and I don't mean to be adding more work to your already very significant contributions here, it's just that each one tends to open new and unique related possibilities.

Very exciting times these, and very pioneering LE work on your part which will be deeply appreciated by many very soon as they themselves begin to build immersive multi-user scenes to utilize them.

Thanks again sincerely for all of this work.

- 3dvisuals dude

Post by 3dvisuals dude // Aug 4, 2007, 5:28pm

3dvisuals dude
Total Posts: 1703
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Today I downloaded the new truePlay 1.3 and was using it to load TS7.51 Rsscn files (which truePlay 1.21 was unable to do) when I happened to load your WavePool scene...

I decided instead of just looking at it, I'd use truePlay's First Person Navigation to see whether I could walk on the water (yeah, I know....)

Well, the funny thing about that was that not only can you walk on the water, since it actually moves in a geometric manner, it also moves Avatars in a a wavelike manner!

"Surf's up dudes!":D

- 3dvisuals dude

Post by SteveBe // Aug 4, 2007, 6:47pm

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Hi 3dvisuals dude,

Sorry for the delay, my work comes in waves and it always seems everyone rides the same one with the same deadline.

Yes you can have your avatar interact with displacement but it seems to have a
bit of a CPU hit. This may be another way to approach your elevator. (hint:))

As for the alternating loop for textures, I'm thinking Deles' texture animator might be good for this.
It may also be possible to take an analog approach as well using the Render to texture
object with the camera pointed at a strip of images or a carousel.

Attached is an update to the torus knot using procedural timer. It's a record file
that works with tP 1.3 and has a speed control.

Also attached is an update for the wave pool with adjustment for wave height
and ability to load your own water texture.

Post by 3dvisuals dude // Aug 4, 2007, 9:45pm

3dvisuals dude
Total Posts: 1703
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Hi 3dvisuals dude,

Sorry for the delay, my work comes in waves and it always seems everyone rides the same one with the same deadline.

Yes you can have your avatar interact with displacement but it seems to have a
bit of a CPU hit. This may be another way to approach your elevator. (hint:))

My work always comes in waves too, although since I'm usually in over my head I tend to notice them less!http://www.addis-welt.de/smilie/smilie/autoboat/tit.gif

Ooooohhhh.... I like hints.:D

Actually I have the elevator figured out I think, it's just a matter of feeding matrix control, so when I get Norm's two tutorials I should be able to bang it out pretty quick once I understand the LE methodology better. Alternatives are always good though, they always inspire me in different interesting directions, so I'll definitely keep that in mind as I explore all this stuff deeper, thanks.:D

As for the alternating loop for textures, I'm thinking Deles' texture animator might be good for this.
It may also be possible to take an analog approach as well using the Render to texture
object with the camera pointed at a strip of images or a carousel.

Wow. That's another very creative concept I like a lot. I'm gonna let that simmer in my skull for a while... it sounds promising in several unique ways.

Attached is an update to the torus knot using procedural timer. It's a record file
that works with tP 1.3 and has a speed control.

Way cool!!! Thanks!:D

Also attached is an update for the wave pool with adjustment for wave height
and ability to load your own water texture.

Ahhhh.... looks like I'll be making a surfboard tonight.... if you like I'll upload it here for you to "hang ten" too!

:banana:

This will be a blast... and I don't even have to wax my board!:D

Thanks a bunch for all this Steve.... in that great American vernacular....

"You da man!"

;)

- 3dvisuals dude

Post by 3dvisuals dude // Aug 5, 2007, 10:03pm

3dvisuals dude
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Well I had a few tries at the new surfboard (notice I didn't say "on" the surfboard :o ) and it turns out I'm even worse at virtual surfing than I am at the real thing!

In honour of the event though and in recognition of your contributions here, I decided to award you with the coveted "Hang 10 Scripting Award."

At least it'll look cool on your virtual mantlepiece someday!:D

Fun stuff... (it's great to be able to control the wave height and texture now!) and the procedural Torus is also cool, thanks!

- 3dvisuals dude

PS: The cobfile follows the image... now we just need to script ten toes!

Post by frootee // Aug 24, 2007, 6:59am

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Total Posts: 2667
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Hi SteveBe. Sorry for the delayed response.

That does make sense; what I am interested in is modifying the length of some parts of the RC car by tying them to the output of Dele's spring scripts.


I posted earlier that I wanted to make a Low Rider effect. Now that I have a better understanding of the LE I think I will take another shot at it.


Thanks,


Froo



Hi frootee,



With a grouped (encapsulated) object you should be able to keyframe the object and

use the down arrow to navigate to sub-parts and keyframe their size, rotation etc. with the widget.



This should also be accessable in the DopeSheet as well, depends on how the hierarchy is setup for the object.



You may need to do some setup with each sub-objects axis to make sure the length is changed from the correct origin.



Hope this makes sense, my written discriptions aren't the best.:confused:

Post by weaveribm // Aug 30, 2007, 10:50am

weaveribm
Total Posts: 592
Steve's swimming pool is beautiful

Is it possible to create Workspace and Vray animations of the rippling scene please driven by the script or some other way?

Peter

Post by frootee // Aug 31, 2007, 3:57am

frootee
Total Posts: 2667
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weaveribm, try this:


http://forums1.caligari.com/truespace/showthread.php?t=3779&page=4


Froo
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