Wednesday, April 3, 2013

sft0001-How to create falling leaves simulation in Softimage


In this tutorial, you can create the falling maple leaves simulation in Softimage.

1. Choose Model > Get > Primitive > Polygon Mesh > Grid from the menu bar; the Scene_Root : grid(General) property editor is displayed and grid is created in the Camera viewport. Next, close the property editor and set the values of the following parameters in the Transform subpanel of Main Command Panel:

s area
x: 2.2266     y: 1.5243    z: 1.5243

r area
x: -4.6074

t area
x: -2.6903    y: -1.2479    z: -5.9822

2. Make sure that the grid is selected in the Camera viewport. Next, press CTRL+D; the duplicate copy of grid is created with the name grid1 in the Camera viewport. Choose Scene button from the Main Command Panel; a flyout is displayed. Notice that the grid and grid 1 is displayed in the flyout.

3. Make sure that the grid1 is selected in the flyout. Now, set the values of the following parameters in the  Transform subpanel of Main Command Panel:

s area
x: 3.5018    y: 3.5018   z: 2.1301

r area
x: 89.8455

t area
y: 4.0479    z: -11.8129

After entering the value  gird and grid1 is aligned in the Camera viewport, as shown in
Figure 1.
Figure 1
4. Choose Model > Get > Primitive > Polygon Mesh > Grid from the menu bar; the Scene_Root : grid2(General) property editor is displayed and grid2 is created in the Camera viewport. Next, press R to activate the Scale Tool and scale grid2.Next, press V to activate the Translate Tool and move grid2 along the Y direction in the Camera viewport, refer to Figure 2.
Figure 2
 5. Make sure the grid2 is selected in the Camera viewport. Choose ICE > Particles > Create > Falling Leaves from the menu bar; the Scene_Root : Falling_Leaves_PontCloud : Point Cloud : Falling Leaves property editor is displayed in the Camera viewport. 

6. In the Scene_Root : Falling_Leaves_PontCloud : Point Cloud : Falling Leaves property editor, enter 0.3 in the Size edit box of the Falling Leaves area and -9 in the Y edit box of the Gravity Strenght and Direction area, as shown in Figure 3. Now, close the property editor.
Figure 3

7. In the Timeline, enter 500 in the End frame edit box; the frame range is displayed from frame 1 to 500. Next, choose the Play Forward button from the Playback Controls area; the simulation starts. Notice that the leaves are not colliding with floor, refer to Figure 4.

Figure 4
8. Select grid2  in the Camera viewport. Choose ICE > Particles > Create > Rigid Bodies from the menu bar; the grid2 is converted to rigid body. Next, choose ICE > Particles > Force > Gravity from the menu bar; the gravity force is applied.

9. Choose the Play Forward button from the Playback Controls area; the simulation starts. Now, choose the Stop button to stop the simulation at frame 100.

10. Select the falling leaves in the Camera viewport. Alternatively, Choose Scene button from the Main Command Panel; a flyout is displayed. Notice that the grid and grid 1 is displayed in the flyout. Expand the Falling_Leaves_PointCloud > Point Cloud > ICETree > Decendant Nodes from the flyout. Choose Falling Leaves from the expanded Decendant Nodes.

11. Choose ICE > Particles > Collision > Stick to Surface from the menu bar; the shape of the cursor changes in the Camera viewport. Next, click on grid in the Camera viewport. Now, choose the Play Forward button to start the simulation. Notice that the leaves are collide with grid in Camera viewport, refer to Figure 5.
Figure 5
12. Select grid1 in the Camera viewport and choose Model > Material > Lambert from the menu bar; the grid1 : Material# : Lambert property editor is displayed. Choose the Diffuse Connector corresponding to the Diffuse prameter in the property editor; a flyout is displayed. Choose Image from the flyout; the Material# : Image property editor is displayed.

13. In the Material# : Image property, choose the New button from the Image area; a flyout is displayed. Choose New From File from the flyout; the New Image Clip dialog box is displayed. Choose imagenes-de-paisajes-landscapes-photography_10 from the dialog box and choose the OK button; the dialog box is closed. In the grid1 : Material# : Lambert property editor, choose the New button in the Texture Projection area; a flyout is displayed. Choose Cube from the flyout; the texture is projected on the grid1 in the Camera viewport, as shown in Figure 6. Close the property editor.

Figure 6

Note: The link of the image is given below.
http://www.hdwallpaperspk.com/landscape-wallpapers/imagenes-de-paisajes-landscapes-photography_10/

14. Select the grid in the Camera viewport. Next, choose Model > Material > Lambert from the menu bar; the grid : Material# : Lambert property editor is displayed. Now, close the property editor.

15. Choose Render > Metarial > Modify > Materials from the menu bar; the Matreial Manager window is displayed, refer to Figure 7.

Figure 7

16. Choose Node > Illumination > Matte Shadow (mip) from the Render Tree menu bar of the Material Manager window; the Matte_Shadow_mip(mr Surface Material Shader) node is displayed in the Render Tree work space, as shown in Figure 8.

17. Click on the result port of the Matte_Shadow_mip(mr Surface Material Shader) node and then drag the cursor to the Material# node; a flyout is displayed. Next, choose Surface from it; a conection is established between the result port of the Matte_Shadow_mip(mr Surface Material Shader) node  and Surface port of the Material # node. Same step follow to connect the result port of the Matte_Shadow_mip(mr Surface Material Shader) node to the Shadow and Photon port of the Material # node, as shown in Figure 9.

Figure 9
 18. Click on the out port of the Lambert node and then drag the cursor on the Matte_Shadow_mip(mr Surface Material Shader) node; a flyout is displayed. Choose background from the flyout. The Lambert node is connected with the Matte_Shadow_mip(mr Surface Material Shader) node, as shown in Figure 10. Double-click on the Lambert node in the Render Tree workspace; the Material#: Lambert property editor is displayed. 
Figure 10

19. In the property editor, choose the Transperancy/Reflection tab and select the Invert check box in the Mix color area of the Transparency area. Next close the property editor.

20. To add the light, choose Model > Get > Primitive > Light > Infinite from the menu bar; the Infinite light is added in the Camera viewport. Press V to activate the Translate Tool and move the light along the Y direction.

21. Choose the Play Forward button from the Playback Controls area; the simulation starts. Press Q and draw the render region in Camera viewport for the final output, as shown in Figure 11.

Figure 11