Apologies for my hiatus from posting! I'm hoping to get back in the swing of things now and have some really exciting stuff I've been working on to share with you. I really appreciate everyone's continued support and for sticking around :D
This is one of the most challenging KineFX / Vellum plant setups I've made yet. It took me a while to simplify things enough that it could be shared and still make sense (hopefully).
The basic steps are as follows:
Create low res rose petal geo
Create KineFX skeleton which fits the size and shape of the petal geo
Create two poses for the skeleton, bud pose and bloom pose
Copy the skeleton to form the full flower, in this case I had 32 skeletons, one for each petal
Assign 'grow' attribute to each skeleton, this is used to blend from bud pose to bloom
In a for each loop, deform the petal geo to match the bones of each blended skeleton
This leaves us with a procedurally animated rose blossom opening, but it doesn't look too natural. The bones give a rigid, robotic feel to the animation
We use these low res petal mesh to drive a higher res Vellum sim, this adds some natural motion as well as detail to the geo in the form of folds and wrinkles
After the Vellum sim, some more deformations are added to further shape and sculpt the petals shape
Finally, we render in Redshift using displacement map to add the really fine vein like details
I recorded a scene file walkthrough if you'd like to know more about the process:
https://youtu.be/R74B_ZMrhCE
Let me know if this is helpful and the format seems appropriate, I can condense things if it seems to long form.
.hip file, associated textures, etc. are included in the attachment
Nguyen Manh Hung
2023-12-11 03:35:06 +0000 UTCrichnosworthy
2023-03-29 05:25:42 +0000 UTC