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The main techniques:
I
took digital photos of the gnomes and the flowers in my
dads´garden and cut out the shapes in Photoshop to have alpha
channel inserted later. I used them as the blinking texture maps on the
floor. The flower pictures are sourced into the compositor. Each flower
has its own phong material to be sourced in a SOP network.
Here I started with a rectangle SOP which is piped into n
Material SOPs. The Material SOPs are piped into a switch SOP, where
Select Input is set to param ("switch", 0). The Switch SOP is the first
input of the following Copy SOP. As the second input I used a grid with
randomly but beat synchronized deleted points. My Copy/Stamp function
which I sourced into the Switch SOP is: switch: $PT%23 (where 23 is n,
the
number
of
inputs). I added copy/stamp params to the sizes and
rotations of the rectangles too. I am also using these techniques for
the blinking stars in the night-mode.
The
animations
of
the
gnomes and windows are prekeyframed Constant CHOPs.
Together with the related Timing CHOPs, which have n multiples
and certain Shift Steps, they are piped into Lookup CHOPs, set to "All
Lookup Table Channels". These results are exported to the
objects´ scale respective rotation channels. Similar techniques
are used for the cinetrix advertising carpet.
The
techniques
for
the
wiggly worm crawling about the terrace is derived
from the free touch demo of Puffball.toe. There in the wire object, you
can get an idea how it is built. I added a rotation in y, where the
speed is coming from a Timing CHOP with the same period value as the
one of the wiggle frequence itself. For this rotation I used a count
and ramp shape instead of the default ramp only. Then I piped this
Timing CHOP in a Math CHOP for further adjustments.
The
soap
bubbles
is
a simple particle system like in the free demo of
Jetgirl.toe. I just added some variations to their colors and sizes
with similar copy/stamp params, which I am using for the flowers.
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