Thread: Crowd simulation

Reply to Thread
Results 1 to 8 of 8
  1. #1 Crowd simulation 
    Join Date
    Feb 2010
    Location
    Italy
    Posts
    69
    Hi guys.

    Can a crowd simulation be done entirely within Fusion ?

    Which techniques ? Is crowd a mix of keying / paint / 3d cards of CG from Massive (e.g.) ?
    Can someone explain a typical correct pipeline ? Or has some video tutorial somewhere ?

    thanks
    bye
    Reply With Quote  

  2. #2  
    Join Date
    Jul 2003
    Location
    germany
    Posts
    901
    cmivfx has/had a tutorial on crowds in fusion

    and as always it depends on the crowds your trying to build:
    - a crowd to fill a stadium can be done via the particle system, where the particles are sprites from (keyed) moving people
    - a crowd which fills up a scene without many camera movement can be done via 3d cards or 2d transforms of the new people. the cameramovemnt is import because it will change perspective on the cards

    but a army of fighting orcs will be impossible
    Reply With Quote  

  3. #3  
    Join Date
    Feb 2010
    Location
    Italy
    Posts
    69
    Good pingking!
    This is a good info in any case. Just to know what kind of approach to use.
    Yes i was talking about a stadium of simple camera movement.

    Does army of orcs need are entirely made in a 3d package combined with crowd simulation software ?
    So a compositor will receive the multipass rendered sequence and eventually a geo of the scene to insert cards of shot elements ?
    Reply With Quote  

  4. #4  
    Join Date
    Nov 2009
    Location
    Vancouver
    Posts
    474
    I doubt you would ever give the compositor the geometry from a crowed sim. You would kill Nuke/Fusion. You might use the environment geometry. If you had an Orc army I would want the FX guys to render me dust and ground interactions. I'm not going to stick elements down for every foot step.
    Reply With Quote  

  5. #5  
    Join Date
    Feb 2010
    Location
    Italy
    Posts
    69
    Yes radders, i was referring to the compositing for environment.
    Shot elements like explosions, fog, othe smoke, some particle, matte painting...
    Every foot of every orc must be supplied with dust from FX guys.

    Ok now.. let's say..
    What happens if an army of orcs is rendered WITHOUT dust around foot ??
    How this problem can be solved if a compositor can not import the full geo and stick elements for every foot ?
    Reply With Quote  

  6. #6  
    Join Date
    Jul 2003
    Location
    germany
    Posts
    901
    you go to your supervisor and tell him that you need some more elements from the fxguy
    Reply With Quote  

  7. #7  
    http://www.fxguide.com/featured/one_...ttila_the_hun/

    check that out, for some cool cheats for building crowds...
    Reply With Quote  

  8. #8  
    Join Date
    Dec 2007
    Posts
    111
    How about a simpler solution like using the depth pass to integrate some fusion's
    particle fog (or the new fog in 6.3)?
    I mean overall dust fog, not contact dust on every step...
    Reply With Quote  

Thread Information
Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Similar Threads

  1. Crowd Simulation
    By malditomaus in forum The Job Lot
    Replies: 0
    Last Post: December 28th, 2010, 02:08 PM
  2. Water simulation
    By pasnu in forum The Pad
    Replies: 6
    Last Post: December 26th, 2010, 01:15 PM
  3. looking for crowd simulation Artist
    By kumarmator in forum The Job Lot
    Replies: 2
    Last Post: August 30th, 2010, 03:46 PM
  4. Crowd simulation
    By ashita in forum Beginners Talk
    Replies: 10
    Last Post: June 15th, 2010, 12:58 PM
  5. version 3 (Crowd simulation)
    By gokcer in forum Gallery
    Replies: 4
    Last Post: October 10th, 2006, 06:01 AM
Tags for this Thread

View Tag Cloud

Bookmarks
Bookmarks
Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts