Electric-Eye
Velvet Curtain
I did a short anim of a velvet curtain opening for a recent wedding video I edited. The curtain was modeled as a wavy line, normalized (given segments of equal length) and extruded and segmented down to squares of approximately equal size, so as to faithfully mimic cloth. I made a renderable spline into a deflector and simulated one side of the curtain using Sim cloth 3, the free Chaos Group plugin. (I got used to using simcloth on a production and use it because I know it better than reactor.)
I saved the vertex movement with point cache, linked the curtain and rope (modeled from the same spline the deflector came from) to a dummy object and then made a mirrored copy.
The top curtain, the valence, or part that hangs in folds like scallops, was a fairly simple loft object made in a similar way.
Though I've gotten so used to the wonderful results from the VRay renderer that I rarely regard the scanline renderer as being of any use, it is still faster in many cases, especially when things are in motion and when global illumination would be a waste. I've used the scanline renderer here. Basic material, Oren Nayar Blinn shader, lots of fractal noise maps, nine shadow-mapped lights, instanced, about 256 pixel maps. Meshsmooth and noise world space modifier bindings after vertex animation to give it a little more ripple and irregularity.
Velvet Curtain
I did a short anim of a velvet curtain opening for a recent wedding video I edited. The curtain was modeled as a wavy line, normalized (given segments of equal length) and extruded and segmented down to squares of approximately equal size, so as to faithfully mimic cloth. I made a renderable spline into a deflector and simulated one side of the curtain using Sim cloth 3, the free Chaos Group plugin. (I got used to using simcloth on a production and use it because I know it better than reactor.)
I saved the vertex movement with point cache, linked the curtain and rope (modeled from the same spline the deflector came from) to a dummy object and then made a mirrored copy.
The top curtain, the valence, or part that hangs in folds like scallops, was a fairly simple loft object made in a similar way.
Though I've gotten so used to the wonderful results from the VRay renderer that I rarely regard the scanline renderer as being of any use, it is still faster in many cases, especially when things are in motion and when global illumination would be a waste. I've used the scanline renderer here. Basic material, Oren Nayar Blinn shader, lots of fractal noise maps, nine shadow-mapped lights, instanced, about 256 pixel maps. Meshsmooth and noise world space modifier bindings after vertex animation to give it a little more ripple and irregularity.