By KaiKostack.
KaiKostack writes:
Best watched in HD. Rendered with Blender Cycles and performance is surprisingly good, render times vary between 2 and 3,5 minutes per frame on a GeForce GTX 480. Face count: 16,212,800
By KaiKostack.
KaiKostack writes:
Best watched in HD. Rendered with Blender Cycles and performance is surprisingly good, render times vary between 2 and 3,5 minutes per frame on a GeForce GTX 480. Face count: 16,212,800
27 Comments
really impressive!, but i wonder if the falling is cut because the behavior that will follow will be the wobbling
I think that only happens on softbody physics simulations - not the cloth simulator
1. How many samples did you render this at?
2. How did you achieve this knitted effect? I am very intrigued as I have never seen this done in blender.
This is AWESOME.
holy crap, looks pretty realistic to my untrained eye, I realli liked it
I see something like this in mistuba render. Are u sure it s cycle?
Yep. It says so in the description on YouTube.
You say the render took a few minute per frame. But how long did the bake take?
Wow, Blender became a Supermodel
Either you filmed a real sweater falling and cleverly made it look like Blender, or you're a genius with a mega-powerful computer. No doubt this would take an immeasurable amount of time for baking and rendering on a "typical" computer.
This is fake. Lol jk jk. Seriously though, this is one of the most realistic 3D representations I've ever encountered! Can't believe this is blender! haha. You have sparked my curiosity as to how you were able to achieve such a high level of detail and how long it took to bake and render. Looks amazing!
From the comment to the YT video. The Author KaiKostack says:
"Thank you all! It doesn't make use of any displacements. I used the idea
of the stitch mesh, but instead of using curve based yarn, I created
different stitch types as subdivision meshes and used instancing on a
large scale. That way I could easily use the stitch (base) mesh for
cloth simulation, which has only 80,000 faces whereby each of the faces
spawns a stitch with 200 faces. It's not as sophisticated as their
approach, but I searched for a more practical way as I have no super
computer ;)"
The idea came from this video:
http://youtu.be/NG5C_a6rxrY
It looks really amazing, how long did it take you to make the model?
Have you tried any animation with human model wearing it?
How does instancing work where multiple stitch types are used with the same base mesh? I know how to use duplifaces to cause an emitter mesh to instance copies of the same object, but I have never found an option that allows each face (or group of faces) to use a different object to be instanced.
different particle systems applied to a base mesh with 1 vertex group per stitch type maybe ?
Very good... A very awesome and detailed animation.
Very impressive videos and technics !
How many years did it take to bake this?
Hahaa, funny GraphiX! :D
Awesome.
speechless
Never have I reacted such; to a sweater falling to the ground.
Great details.
This inspires me to take another crack at rope. ...or bouncing woven-baskets (with light emitters inside)...or
Man, that's very impressive results. I think the only thing more more impressive is your adaptation of that SIGGRAPH work using the still quite young Cycles! You're showing not just what new technique is possible with Blender or 3D modelling in general, but you're showing the potential of using Cycles, too!
Now if you'd just added Darth Vader and a Light Sabre... :)
Looks good.
My Wife says what stitch is that?
I wonder, on the close-up shots, if you could add a hair modifier with a very small, random length, to give it that extra "fuzzy" look, instead of the clay look it has now. I know, nitpicking but that's what caught my eye as it zoomed in. :)
did you mean knipicking?