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3D Splanchnic
Приєднався 26 вер 2012
I am a 3D biomedical animation instructor. I make these videos for my students and to share on UA-cam. I have learned much of what I know from adapting techniques described in YT tutorials, so I wanted to contribute to this platform, too!
Modeling an Endoscope in Maya
A simple technique to animate an object along a curve using joints and an IK Spline. In this case, I make a robotic arm or surgical tool.
Переглядів: 275
Відео
Arnold toon shader in Maya: Transparency (and tipping liquid)
Переглядів 2,7 тис.Рік тому
ALERT: Sound bursts from loose mic cable. Keep volume low-ish (sorry) How to turn on transparency in the Arnold toon shader (transmission and specular set to 1). Also how to use a boolean to make a level surface.
Maya: animating a hole in a cross-section
Переглядів 787Рік тому
In this video we look at three ways to animate a cut-out hole in a cross-section model. Booleans, aiClipGeo, and the sculpt deformer are used separately to create similar effects. Think a vacuole moving through a cross-section of cytoplasm. This is a very simplified scenario, but the techniques can be adapted to other, more complex scenes.
Alpha (and intensity) Stroking around 3D objects in After Effects - Vegas!
Переглядів 561Рік тому
A quick method for drawing strokes around 3D renders in After Effects. This will work for renders from any 3D software, but if you have an object ID or Cryptomatte pass you will have more options.
Using nCloth to make Blendshape targets in Maya
Переглядів 1,8 тис.Рік тому
nCloth can be used for many things in Maya: not just simulations. Here we look at a way to use nCloth to turn a complex shape into a sphere. Then we use it as a blend shape target.
Growing Nerve cell in Maya using Bifrost Graph - part 3 of 3
Переглядів 358Рік тому
Making growing, branching models in Maya is not easy. With the Bifrost Graph, we have more options.
Growing Nerve cell in Maya using Bifrost Graph - part 2 of 3
Переглядів 329Рік тому
Making growing, branching models in Maya is not easy. With the Bifrost Graph, we have more options.
Growing Nerve cell in Maya using Bifrost Graph - part 1 of 3
Переглядів 859Рік тому
Making growing, branching models in Maya is not easy. With the Bifrost Graph, we have more options.
Cell Division in Maya
Переглядів 2 тис.Рік тому
This is a pretty simple technique to create a cell division animation. It relies on shrinkwrap, blendshapes, and timing.
Making a fishing net in Maya - part 3 - MASH fish
Переглядів 735Рік тому
An interesting challenge: how to make a fishing net in Maya. This method combines nCloth, texturing, MASH, and light effects. In part one we focus on MASH.
Making a fishing net in Maya - part 4 - lighting
Переглядів 343Рік тому
An interesting challenge: how to make a fishing net in Maya. This method combines nCloth, texturing, MASH, and light effects. In part one we focus on lighting.
Making a Fishing Net in Maya - nCloth
Переглядів 2,5 тис.Рік тому
An interesting challenge: how to make a fishing net in Maya. This method combines nCloth, texturing, MASH, and light effects. In part one we focus on nCloth.
Making a fishing net in Maya - part 2 - textures and curves
Переглядів 1,9 тис.Рік тому
An interesting challenge: how to make a fishing net in Maya. This method combines nCloth, texturing, MASH, and light effects. In part one we focus on curves and textures.
Animating a crowd of simple characters (or subatomic particles) in After Effects
Переглядів 180Рік тому
Just a simple way to add variety to a crowd of simple characters in After Effects. Shapes, nulls, precomps.
Make a Puzzle in Maya (and Illustrator)
Переглядів 580Рік тому
Make a Puzzle in Maya (and Illustrator)
Making (and controlling) an animated grainy texture in After Effects
Переглядів 86Рік тому
Making (and controlling) an animated grainy texture in After Effects
Compositing Internal Organs: from Maya to After Effects
Переглядів 521Рік тому
Compositing Internal Organs: from Maya to After Effects
Making Neon Lights in Maya: Lighting AOVs in After Effects
Переглядів 783Рік тому
Making Neon Lights in Maya: Lighting AOVs in After Effects
Nodes, attributes, and construction history in Maya
Переглядів 1,6 тис.3 роки тому
Nodes, attributes, and construction history in Maya
nCloth Bubble and blendshapes in Maya
Переглядів 2,5 тис.3 роки тому
nCloth Bubble and blendshapes in Maya
thanks for share, great work!
8:05 -- CONNECT CURVE TO pointOnCurveInfo NODE 9:08 -- CONNECTION EDITOR for pointOnCurveInfo This tutorial is so thorough. Thank you so much!!
Thank you so much, I was looking for a good tutorial for foliage, this video helped me so much. Subscribed to your channel.
can you transfer the UV's from the underlying mesh to the blobby?
How do you edit the geo of one of one of the meshes after you've added it to the mash network?
Great tutorial, thanks for sharing!
You're welcome!
After eleven years, it is still helpful. Thank you!
Ha ha - thanks. I'll be teaching a Maya course in January so I hope to finally make more videos after a long hiatus!
@@3dsplanchnic737 that would be great! Best wishes with the teaching, mate 🙌
Wish I'd seen this before! Really great, well paced and clear explanation. Thank you!
18.16 how to put (multiplyDivide2) to Specular color? What do I need to press?
Very helpful tutorial, thank you!
⭐⭐⭐⭐⭐
Great series. Beautifully explained. Thank you!
Bro, I know this is 8 years old but...Drink some damn water before you record. Or pull the mic away. We can hear every slurp and swallow and it's awful.
Thanks for the advice, I'll take it in the spirit of productive improvement.
where can I find the video how to make a sandstone pattern
Hi - I think it's this one: ua-cam.com/video/1whZBhAxjo0/v-deo.html
and a short follow up: ua-cam.com/video/gEo5cAY3-g4/v-deo.html
it starts at 8:32
i try to replicate that texture look of snail or clams shell, but technicly the surface of this shell is not shiny but porous like an egg or a concrete limestone, i must found a way to do a PBR procedural stuff in substance designer, i need that for making a dragon shell, i probably start with a modified stone material, the shiny aspect come only when this is wet.
I think that's a good idea. I recorded this long before Substance was available. Substance allows you to combine procedural and painted in a way that will work with what you are planning. You may need to model the shell in a slightly different way though to have less of it hidden inside and overlapping. As I say, this is an old tutorial (I was much younger and less experienced!)
@@3dsplanchnic737 yeah roughness Map was not even a thing with that kind of Lambert and phong shader, but roughness add that extra realism even in real time, 20 years ago we have limited ressource for shading object cellshading and normal map was the New Big thing at the time...
This is the one that got me doing it right. Thank you.
You're welcome. Glad it was helpful!
perfect! thanks so much for ur help, ill go to sleep now
I hope your dreams are all in wireframe.
Excellent Mash tutorial.
Thanks!
For me the geometry bumps on the river doesn't show up
Thank you!
How does the Maya custom AOV feature under Render Settings know to assign your light to the AOV output? Just based on what you named the AOV Light Group, it finds it automatically?
Hi - yes, I think so... I made this a while ago - I'll have to refresh my memory and get back to you.
Just watched again - yes, that's right. The AOV lightgroup name, if included in the custom AOV will point to that light.
Just did my own version of this. Then saw this today.
Thanks and glad to see this tutorial,,,is it possible to export just the light without the plane in the background? it used to be very simple in mental ray, but now its a long work around just to get a glow light :(
Thank you!
@3D Splanchnic 19:17 Could you possibly point to a resource where one could figure out how to keep the trail particle stick to a deforming surface? Thanks.
Thanks, ¡solid gold!
8:30 10:10
Can’t find a solution, cryptomatte aov completely empty. Help
Make sure you are rendering to EXRs and use Extractor in After Effects to access them. Also crypto matte doesn't work with the GPU renderer.
iirc you can assign shaders to bifrost graph.
Hi - yes, I think you're right. It's been a while since I've played around with this. Thanks for the info!
when connecting out color from wireframe to base color i did not get the same result. im currently using maya 2023, is there a way to fix this?
Very helpful. Learned a lot. Thank you!
I went to skip the bs at the beginning and there was NONE. 10/10
Thanks again!!! this 100% works i just tried on a scene that i have been completely unplugging the displacement on and was just about at wits end. you are a life saver thank you!! for being a great teacher and not showing off. now i have a very large scene to fix about 3 or 400 maps on. is there a way to change everything globally after i plug them all back in?
THANK YOU SO MUCH!! i have been on every ones youtube trying to figure you why my displacement was so erratic. this is so in depth yet so simple you are a great teacher, i cannot thank you enough
you are the best
Thanks - I haven't had time to make anything for a while but I hope to get back to it soon!
how do u animate the entire field as a whole so that the grass is moving with the wind?
I'm not sure that's possible with this set-up. The PaintFX is separate from the original brush now - just repeated using Mash. However, you could animate the original brush in PaintFX and then save it as an animated Alembic file, and then distribute that with MASH. I haven't tried it so I don't know if it would work. If you take out the MASH part and just use PaintFX to distribute the grass, then you could use its built in animation features (grass wind for example)
great tutorial! the bias could be from the wind air gravity in the nucleus node
where is the tiff files for 3D paint located at?
Hi - it was a long time ago, but I think this was vertex painting, so no tif maps. I'll look for the file and see if I can answer more completely.
Thank you very much! You're the only one who explained how to do it. Even the documentation for Arnold Renderer does not describe this. THANKS
Sir you are genius, your tutorial videos always inspired me, please can you make tutorial videos about heart breathing tutorial
Great job
You are definetly a hero!
Hi after setting driven keys on the fingers the finger rotations seem to be locked to the driven key. Is there a way to keep the finger curl control for when I need to curl the hand but still animate the fingers separately if I need to do other hand positions (like picking an object) without the driven key. Right now I can only rotate the fingers for different hand gesture if I break connection with the driven key.
Thank you so much for this wonderful tutorial! I Learnt a lot
This is fantastic. Thank you for sharing your knowledge.
My pleasure
You can right click on the port and just pick "create Maya Mesh" that you will make the connections for you, so there is not need for doing the conversion on the node editor anymore. This works from 2.6 forward btw - I go over this on my videos
That's amazing! Thank you!
Fantastic video
Thanks!
Awesome! Thanks for sharing
You're welcome!
how to delete imported pdb files in scene?