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Preview: Agus3D - Freelance 3D / Compo

AgustinS VFX TD / Artist





Updated: 2018-03-06T08:41:28.083-03:00

 



Updated Showreels 2014

2014-06-24T18:51:23.061-03:00

Film Reel Updated allowfullscreen="" frameborder="0" height="281" mozallowfullscreen="" src="//player.vimeo.com/video/91129667" webkitallowfullscreen="" width="500"> PyroVFX - Film Reel 2013 from Pyro.VFX on Vimeo.00 min 02 sec: Animal Logic / Gahoole / FX Artist /Tear Rig - Render.00 min 10 sec: Animal Logic / Gahoole / FX Artist /Helmet Deformation - Debris - Drool System00 min 11 sec: Animal Logic / Gahoole / FX Artist /Helmet Deformation - Debris - Drool System00 min 16 sec: Animal Logic / Gahoole / FX Artist /Env Fog - Dynamic Fog - Fire - Embers00 min 19 sec: Animal Logic / Gahoole / FX Artist /Dust - Debris - Sparks00 min 23 sec: Animal Logic / Gahoole / FX Artist /Fire - Ashes and Embers - Smoke00 min 25 sec: Animal Logic / Gahoole / FX Artist /Fire - Ashes and Embers - Smoke00 min 28 sec: Animal Logic / Gahoole / FX Artist /Fire - Ashes and Embers - Smoke00 min 29 sec: IDA Pictures / FX TD /Pillar Rig - Ropes Dynamics - Smoke passes simulation and render - Debris.00 min 34 sec: IDA Pictures / FX TD /Ropes Dynamics - Smoke passes simulation and render - Debris.00 min 38 sec: RedHot / FX TD / Drool System00 min 55 sec: WWFX / Expendables 2 / FX TD / Bullet Impact (Maya Fluids).00 min 56 sec: WWFX / Expendables 2 / FX TD / Smoke Pass beside railway - Particles - Sparks.00 min 58 sec: WWFX / Expendables 2 / FX TD / Shotgun FX.00 min 59 sec: WWFX / Expendables 2 / FX TD / Smoke Pass.01 min 00 sec: WWFX / Expendables 2 / FX TD / Smoke Pass.01 min 01 sec: WWFX / Expendables 2 / FX TD / Smoke Pass.01 min 04 sec: WWFX / Expendables 2 / FX TD / Shotgun FX.01 min 07 sec: Dr. D Studios / Happy Feet 2 / FX Artist / Fur Dynamics - Whiskers and drool dynamics - Snow kicks (Houdini).01 min 13 sec: Dr. D Studios / Happy Feet 2 / FX Artist / Fur Dynamics - Whiskers and drool dynamics - Snow kicks (Houdini).01 min 19 sec: Dr. D Studios / Happy Feet 2 / FX Artist / Fur Dynamics - Whiskers and drool dynamics - Gas Mist Breath (Houdini).01 min 24 sec: Animal Logic / Gahoole / FX Artist /Mist.TVC Reel Updated allowfullscreen="" frameborder="0" height="281" mozallowfullscreen="" src="//player.vimeo.com/video/91045483" webkitallowfullscreen="" width="500"> PyroVFX - TV Commercial Reel 2013 from Pyro.VFX on Vimeo.00 min 00 sec: Plenty.tv / Volkswagen: Tiguan / Lead TD / Car Rig, Scene Build up, Car shading, Car Lighting and Car Render.00 min 01 sec: Plenty.tv / Volkswagen: Tiguan / Lead TD / Car Rig, Scene Build up, Car shading, Car Lighting and Car Render.00 min 04 sec: Plenty.tv / Volkswagen: Tiguan / Lead TD / Car Rig, Scene Build up, Car shading, Car Lighting and Car Render.00 min 05 sec: Plenty.tv / Volkswagen: Tiguan / Lead TD / Car Rig, Scene Build up, Car shading, Car Lighting and Car Render.00 min 08 sec: Plenty.tv / Volkswagen: Tiguan / Lead TD / Car Rig, Scene Build up, Car shading, Car Lighting and Car Render.00 min 09 sec: Plenty.tv / Volkswagen: Polo / Lead TD / Car Rig, Scene Build up, support on the whole process. Mel scripting to migrate the car rig from Maya to Max and back to Maya.00 min 12 sec: Plenty.tv / Volkswagen: Polo / Lead TD / Car Rig, Scene Build up, support on the whole process. Mel scripting to migrate the car rig from Maya to Max and back to Maya. FX on bird.00 min 14 sec: Plenty.tv / Volkswagen: Golf / Lead TD / Car Rig, Scene Build up, support on the whole process. Mel scripting to migrate the car rig from Maya to Max and back to Maya.00 min 21 sec: Gizmo / Redoxon / Lead TD / Camera Projection modelling and mapping - Mel Script for crowds - fix some models, assign UV's, connect nodes, assign shaders and create render layers for the crowds - Developed a CacheExportGeometry script so that the mutant character's crowd could be render it out in Max - Made Mutant and Soldier's lowpoly model so that they could be managed as crowd - Mist Pass00 min 43 sec: Bit Animation / Bush Beans / Generalist TD / Mel Script for sewing fx - Animation - Render00 min 52 sec: Freak / FX Channel / FX TD / Houdini FLIP system - Lighting - Rendering00 min 56 sec: Freak / Fox Sports / FX TD / Maya Cloth Rig00 min 59 sec: Che Revol[...]



MPC Vancouver - Superman: The Man of Steel

2012-08-12T01:57:18.390-03:00


Finally arrived to Vancouver to work for this great movie. Contracted as Senior FX TD with Maya. I'll be here until 18th of January. Hope this couple of months to definitely launch PyroVFX to start freelancing 100%. Visit http://pyrovfx.com for more info.

Finalmente llegue a Vancouver para trabajar en esta gran pelicula. Fui contratado como Senior FX TD en Maya. Estare aqui hasta el 18 de enero. Espero en estos meses lanzar definitivamente a PyroVFX y comenzar a trabajar como freelancer 100%. Visita http://pyrovfx.com para mas informacion.



Redoxon Project 2012

2012-06-10T12:03:51.768-03:00

allowfullscreen="" frameborder="0" height="281" mozallowfullscreen="" src="http://player.vimeo.com/video/43714414" webkitallowfullscreen="" width="500">
Redoxon Proyect 2012 from Agustin Schilling on Vimeo.

(script developed to generate crowds. Beta version)


Project done from March 2012 to April 2012 in Maya 2011.

Tasks for this project:

- Camera Projection modelling and mapping.
- Developed a Mel Script to generate crowds.
- Made other Mel Script to fix some models, assign UV's, connect nodes, assign shaders and create render layers for the crowds.
- Developed a CacheExportGeometry script so that the mutant character's crowd could be render it out in Max.
- Made Mutant and Soldier's lowpoly so that they could be managed as crowd.
- Made mist pass for the comp.

Tareas para este proyecto:

- Modelado y Camera projection de los escenarios.
- Desarrolle una herramienta para generar multitudes.
- Hice otros scripts para corregir modelos, asignar UV's, conectar nodos, asignar shaders y crear renderlayers para las multitudes.
- Desarrolle un tool para exportar cache de geometria de los mutantes, para que puedan ser rendereados en Max.
- Realize los modelados lowpoly de los soldados y mutantes para poder usarlos como multitud.
- Hice un pass de niebla para compo.



FX for Illusion Studios

2012-06-09T04:39:44.188-03:00

allowfullscreen="" frameborder="0" height="225" mozallowfullscreen="" src="http://player.vimeo.com/video/34473784?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400">

allowfullscreen="" frameborder="0" height="225" mozallowfullscreen="" src="http://player.vimeo.com/video/34474334?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400">

Some Maya Fluids and Particles I made for an Illusion Studios new TV - series idea. Basically, I have to make a bigger and more important explosion. As I only had a couple days, for about 6 shots, I focused on 3 elements:

- The main explosion.
- Some debris.
- Smoke produced by explosion.

I would have loved to make more passes, like sparks, more debris, so as to get a better final result, but no more time for it. The quick comp. is just a preview composition I made to see how the FX were working, but some other guy will work deeply on it. Enjoy!


Estos son unos Maya Fluids y Particulas que hice para un piloto de Illusion Studios. Basicamente, tenia que hacer una explosion mas grande e importante. Como solo tenia un par de dias, para alrededor de 6 tomas, me focalize en 3 elementos:

- Explosion principal
- Escombros
- Humo producido por la explosion.

Me hubiese gustado hacer mas pases, como chispas, mas escombros, para llegar a un mejor resultado final, pero no habia mas tiempo. La compo, es una composicion de prueba que hice para ver como funcionaban los FX, pero alguno de los chicos va a trabajar en eso luego. Disfruten!






Maya nParticles

2011-12-23T10:45:55.987-03:00

allowfullscreen="" frameborder="0" height="300" mozallowfullscreen="" src="http://player.vimeo.com/video/34124163?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400">

Some Maya Particles I made for research. I had an emission of 500k parts/sec and a render time arround 1:30 / 2:15 hours per frame. Everything iluminated with an Area Light, with Decay and Raytrace shadows.

Particulas de Maya que realize como investigacion. Con una emision de 500k particulas/seg. y un tiempo de render de entre 1:30 / 2:15 horas por cuadro. Todo iluminado con un Area Light con Decay y Raytrace shadows.



Geometry / Animation - Export / Import

2011-11-23T20:57:33.276-03:00


allowfullscreen="" frameborder="0" height="225" mozallowfullscreen="" src="http://player.vimeo.com/video/32591473?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400">
Geometry-Anim/Export-Import from Agustino on Vimeo.

Les presento mi nuevo script para hacer el cache a geometrias deformadas/skineadas, y exportar la animacion de objectos emparentados a huesos. Esto nos permitira, una vez aprobada la animacion, exportar cache y animacion a una escena limpia, sin rig, sin history, para evitar problemas en etapas posteriores. 
Ademas es la primera vez que realizo una interface propia, adaptada a las necesidades, simple y facil de usar.

I present you my new script to export geometry cache of deformed/skinned objects, and exports animated objected parented to joints. This will allow us, once animation es approved, to export geometry cache and animation to a new and clean scene, without rig, history, and to avoid issues in the next steps.
This is the first time I design an UI, simple and easy to use.







Glowy: Shader / Render

2011-10-17T11:19:10.765-03:00




Prueba de iluminación y shader que realize para un proyecto interno de Illusion Studios. Mia_materia_x_passes + MentalRay.

Lighting and shading test made for a internal proyect at Illusion Studios.
Mia_materia_x_passes + MentalRay.



DVD Extras for Gahoole

2011-10-04T11:41:49.667-03:00

allowfullscreen="" frameborder="0" height="225" src="http://player.vimeo.com/video/30017716?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400">
Gahoole DVD Stuff from Agustino on Vimeo.


Three VFX shot I made for the DVD extras of Guardians of Gahoole at Animal Logic. In the first shot, i was in charge of making the tear, a simple geometry running through a lattice, with clusters, rivets and deformers. In the second and third shot, i made the helmet debris and drool. Debris with Maya native particles instanced with self modeling geometry, and drool made with a mixture of nCloth and blobby particules. Also i made some enviromental snow for the shots.
Hope you like it!

Tres tomas de VFX que hice para los extras del DVD de La Leyenda de los Guardianes para Animal Logic. En la primer toma, estuvo a cargo de realizar la lagrima, con una simple geometria corriendo por un lattice, con clusters, rivets y deformadores. En la segunda y tercera toma, hice las particulas de casco y baba. Las particulas de casco, las realize con particulas nativas de Maya, instanceadas a geometria modelada por mi, y la baba, era una mezcla de nCloth y particulas Blobby. Tambien realize nieve para las tomas.
Espero que les guste!







Copy Animation / Copiar Animacion

2011-09-22T19:04:46.550-03:00

allowfullscreen="" frameborder="0" height="300" src="http://player.vimeo.com/video/29448257?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400">
Copy Animation from Agustino on Vimeo.


Script que desarrolle para copiar animacion a multiples personajes o rigs. Se necesita referenciar la cantidad de personajes que se desee, agregar los controles animados a la lista, setear el comienzo y fin de la animacion, y un offset minimo y maximo. Bastante sensillo y rapido.

I developed this script to copy animation to multiple characters or rigs. You need to reference the amount of characters you wish, and the animated controls to the list, set the animation start and end, and maximum and minimum offset. Quick and easy.



3D Dust / Polvo 3D - Ford

2011-09-06T18:36:17.980-03:00

frameborder="0" height="300" src="http://player.vimeo.com/video/28661695?title=0&byline=0&portrait=0" width="400">
IP Ford from Agustino on Vimeo.




In Progress of a commercial for Ford Argentina. I had to create dust coming out from the van that was going through the desert. I solved it with a long container of Maya Fluids, some fields and good resolution.

Trabajo en progreso para un comercial de Ford Argentina. Tenia que crear polvo que despedia una camioneta que iba por el desierto. Solucione esto con un contenedor largo de Maya Fluids, un par de fields y buena resolucion.



@ Dr D Studios (until end of August 2011)

2011-09-06T16:16:11.758-03:00

allowfullscreen="" frameborder="0" height="295" src="http://www.youtube.com/embed/twYq5QkNPKw?fs=1" width="480">

Actualmente me encuentro en Dr. D Studios como Houdini Character FX TD para el largometraje Happy Feet 2. Estoy utilizando herramientas del estudio para hacer pelos, plumas, nieve pateada por personajes y baba.

Currently i am working at Dr. D Studios as Houdini Character FX TD for the movie Happy Feet 2. I am using some tools developed in the studio to create fur, feathers, snow kick and drool.



Plant Generator

2011-05-31T08:09:57.607-03:00

(image)
Las plantas de la imagen fueron generados por medio de MEL scripting. Basicamente tenia una sola hoja, con 4 huesos y estableciendo un nurbs como zona de crecimiento. El script automaticamente genera la cantidad de hojas que se necesiten, un random en curvatura, rotacion, posicion. Ademas desarrolle un modulo para asignar animacion a cada uno de las hojas totalmente aleatorio.

The plants from the image were generated with MEL scripting. Basically, i had only one leave, with 4 joints and stablished a nurbs growing zone. The script automatically generates the amount of leaf that you need, random curvature, rotation and position. Also i developed a module to assing random animation to each leave.



Coser - Sewing

2011-01-18T09:37:31.333-03:00

src="http://player.vimeo.com/video/18898442" width="400" height="255" frameborder="0">

Untitled from Agustino on Vimeo.



Este es un script que desarrolle para un comercial en el que hilos, iban bordando una geometria. Son 3 modulos.
-Creacion de curva, en base a locators.
-Random a los puntos para generar ruido.
-Crea una geometria que pasa atraves de la curva, pudiendole dar duracion, grosor y divisiones.
Un script simple que nos ahorro horas de trabajo.

This is a script that i developed for a TVC were some theads sew a geometry.
There are 3 modules.
-Creation of a curve, generated from locators.
-Curve random, to make it noisy.
-It creates a geometry that flows through the curve. You can set up duration, width and subdivisions.
A simple script that earned lot of time.



Fotografia - Fotography

2011-09-12T17:06:54.639-03:00

Pentax KX


http://www.flickr.com/photos/53820239@N05/



Disfruten / Enjoy.



Animal Logic: 19 April - 24 September 2010

2010-12-23T13:17:57.421-03:00

Estuve trabajando casi 6 meses en Animal Logic - Sydney en Guardians of Gahoole. Fui contratado como VFX Artist para la produccion de humo, nieblas, fuego, utilizando Maya Particles, Fluids y scripts propios de AL.
Ademas de una muy linda experiencia, conoci profesionales increibles, que aportaron muchos conocimiento artisticos y tecnicos.
Una vez mas, gracias AL y a todos lo que hicieron posible esta experiencia.

I have been working for almost 6 months at Animal Logic - Sydney for the movie Guardians of Gahoole. I have been contract as a VFX Artist for smokes, mist,fire, using Maya Particles, Fluids and self developed scripts from AL.
Apart of a nice experience, i met incredible profesionals, that learnt lot of technical and artistic knowledge.
Once again, thanks AL and all the people who made possible this experience.

(object) (embed)



Growing Barley - Crecimiento Cebada

2010-03-14T18:17:29.688-03:00

(object) (embed)

Saku from Agustino on Vimeo.



Este fue el ultimo proyecto para Che Revolution. Consistia en hacer crecer cebada en un campo. Basicamente, hice el rig de una planta, con huesos, deformadores, lattice, para hacerla crecer y una vez que tuve el crecimiento y timming, le hice un geometry cache. Hice 50 copias de la planta (media fila) y le aplique el geo cache con un script que no solo se lo asignaba automaticamente, sino que le aplicaba un random en el offset de crecimiento y duracion. Con 50 copias todo se volvia un poco lento e inestable, por lo que no podia seguir duplicando, entonces las otras 50 de la fila, las hice con otro script, duplicando geometria y aplicando un blendshape. Todo parecia funcionar bien y en archivos distintos genere 3 filas mas de plantas. Una vez creadas todas las filas, les hice otro script para random en rotacion, escala.
De la 4ta fila para atras, eran chapitas mapeadas con un render de frente de las otras filas. Tambien hice shaders, iluminacion y render.

This was my last project for Che Revolution. Consisted in a field full of growing barley. Basically, i made a barley growing rig, with joints, deformers, lattices, and once the growing was ok, i made it a geometry cache. I made 50 copies (half a row) and i applied with a script, a geo cache, with random offset and duration. After 50 copies, the scenes became heavy and unstable, so for the other 50 barley of the row, i made another script, which assigned a blendshape, to a clean copy. Everything was working fine, so i made 3 other rows with same system and applied to the whole scene a script with random rotation and scale.
From the row 4, to the end, i made polyPlanes, mapped with a render of the front view. I also made shaders, lighting and render.



AD COUNCIL - Making of.

2010-02-09T14:52:06.391-03:00

(object) (embed)

CGI neighborhood from Leandro Dellapaulera on Vimeo.




Wave Rig

2010-02-01T23:30:28.369-03:00

This is the rig of a wave i made in maya for a commercial. Based on Surf Up film.


Este es el rig de una ola que hice en maya para un comercial. Me base en el rig que utilizaron en la pelicula Surf Up.


(object) (embed)

WaveRig from Agustino on Vimeo.




Car Rigger Script

2010-01-22T23:55:32.984-03:00

(object) (embed)

AutoCarRigger from Agustino on Vimeo.



Rigging a car in 1:30 REAL minutes (it often takes arround 5 days, 9 hours per day)? with manual and automatic controls? Check out an old script made by me, supervised by Eduardo Graña... Yes.. the Avatar guy...



Riguear un auto en 1:30 minutos reales (usualmente llevaria 5 dias, 9 horas por dia hacerlo)? Con controles manuales y automaticos? Chequeate el script que hice hace un tiempo, supervisado por Eduardo Graña... Si.. El chico Avatar...



Transpirar una lata? - Can Dripper

2010-01-21T11:58:07.427-03:00

I made this script based on a video tutorial from Kolektiv: goal II, in which they make a can drip. With this script we can make drip any nurbs object whose name is "objeto01 and his shape "objetoShape".
Enjoy it...

Hice este script basado en el Kolektiv de particles: goal II, En el que hacen transpirar una lata. Aca podemos hacer transpirar cualquier objeto nurbs que tenga como nombre objeto01 y objeto01Shape (su shape). Tiene un par de controles, esta todo en el video.
Disfrutenlon...


(object) (embed)

DripGenerator2009 from Agustino on Vimeo.



http://www.google.com/notebook/public/11912116545677168608/BDR4pDQoQzLmDydkk?hl=es



Frigor 2009

2010-01-21T19:03:54.993-03:00

New commercial for frigor. I was in charge of Render and Tornado Dynamics. For the tornado i made a conic - spiral geometry, with goal to particles, also rigged with IK Spline with Stretch and skinned to a lattice.


Nuevo Comercial para frigor. Trabaje en el Render y Dinamicas. Cree una geometria en espiral conica, con goal de particulas y a su vez, esa geometria riggeada con IK Spline con strech, skineada a un lattice (despues subo un jpg por si quedo confuso jajaja).
Disfrutenlo!

(object) (embed)

Frigor from Agustino on Vimeo.




(image)



Script Loco

2010-01-21T11:48:59.491-03:00

This is a new mel script i made recently. It´s called TrackTerrainGenerator, and allows you to create a terrain from a tracked scene (PF track, boujou, etc). In this case, we have a tracked image in PF Track, with their respective locators. Just create a plane (with enough subdivisions), translate locator 0 units in Y, apply a keyframe and run the script. Once locators return to its original position, the plane will copy the shape.
This script is usefull for camera projection, far/near distances, aditional deformations of a video footage.
I share the video tutorial and the mel script.


Les traigo otro script que programe en el día de hoy. Puede ser muy util como no.
Cuantas veces tenemos una escena trackeada y solo vemos locators de tracks?.. Pocas, pero cuando nos pase, pueden utilizar el nuevo TrackTerrainGenerator.
Es simple, en este caso tenemos un video de un paisaje ya trackeado. Tenemos 300 locators que dibujan la silueta del terreno. Este script, a partir de un plano, hace una simulacion de como interpreto el programa de track el entorno.
Lo que debemos hacer es el translate Y de cada locator, hacerle un keyframe y llevarlo a 0. Una vez realizado esto, seleccionamos el plano con el script, todos los locators, corremos el resto de las lineas y ete aqui... el terreno generado (para hacerle una proyeccion y cambiar el mov de camara, para tener en cuenta distancias, deformaciones, etc).
Les dejo videito y script para que usen!!!

(object) (embed)

TrackTerrainGenerator from Agustino on Vimeo.



http://www.google.com/notebook/public/11912116545677168608/BDRdCSwoQ5b7xtswk?hl=es



OBRIGADO CONSPIRAÇÃO

2010-01-21T11:55:29.425-03:00

I want to thank CONSPIRAÇÃO FILMS for trusting in me. I have been contracted for a freelance 7 days, to finish an internet commercial for Johnnie Walker Red Laber in Rio de Janeiro.
I made some Realflow and a 3D Wave with Fluids3D and Particles.
Everything was amazing in my first international experience.



Quería agradecer a CONSPIRAÇÃO por haber confiado en mi. Fui contratado por 7 días para finalizar un comercial para internet de Johnnie Walker Red Label desde Rio de Janeiro.
Realizé Realflow y una Ola 3D de wisky con Fluids3D y Particles.
Todo estuvo impecable y calidad humana, EXCELENTE.
Asi comienza la experiencia laboral internacional... que vendrá ahora?



Mesh2Parts

2010-01-21T19:12:28.325-03:00

(object) (embed)

Mesh2Parts from Agustino on Vimeo.



This is another script developed in Che Revolution. Its allow you to make an object disappear, converting into particles (based on the famous Alex Alvarez Tutorial).
This script consists in 2 ramps, one is connected to transparency, and the other to the particle emitter (Objets UV must be OK).
Below you can download the script to try it.
Enjoy it!

Este es otro videito de desarrollo que estamos realizando. A raiz de la problematica de hacer desaparecer un objeto y convertirlo en particulas, desarrolle un script para hacerlo en segundos.
Me base en un tutorial de Alex Alvarez, en el cual lograba este efecto. Lo que hice, fue traducirlo a mel para ser usado en todos los objetos que desees, con la unica condicion que el UV este desplegado correctamente. Son 2 rampas, 1 conectada a la transparencia de un shader, la otra, conectada a la emision de un objeto.
Abajo les dejo un link para que lo bajen y lo puedan probar. Cualquier cosa que necesiten, solo chiflen o comenten.
SALUDOS!!!

http://www.blogger.com/%20http://www.google.com/notebook/public/11912116545677168608/BDQsISwoQioyHxLck?hl



Test nCloth y nParticles

2010-01-21T19:32:30.559-03:00

Prueba01 from Agustino on Vimeo.Untitled from Agustino on Vimeo.This 2 test, were made for a Mexican commercial. The objetive was to create hypereal flying cloth, with certain control, moving all over a place. This is just a test on simulation and behavior. Later i´ll post the finished commercial with shader and lighting.I made this 2 tests in 2 days, from the modelling, nCloth settings, cache, basic shader, basic lighting and basic render.Estas 2 pruebas, son para un comercial para Mexico. El producto es Downi (suavizante de ropa). Habia que agregar pedazos de tela hiperrealistas, que se transladaban por el espacio. Esto es solo una prueba de simulacion y comportamiento de la tela. Mas adelante voy a postear el comercial terminado con su correcto shader y iluminacion. Demore 2 dias en realizas estas 2 pruebas, desde el armado incial, seteo, cacheo de dinamica, un shader basico, iluminacion basica y render basico.Prueba03 from Agustino on Vimeo.This is another test on clouds linked to geometry with Goal. Just a quick test made on 2 hours. Commercial was not made.Un viernes, a las 17hs, me dijeron: " hay que hacer una prueba de una pierna pegandole a una pelota, todo como si fueran nubes". Obviamente me mostraron el ultimo corto de pixar "Partly Cloudy" como referencia y un comercial de Mercedes Benz, realizado por The Mill. Tenes 2 horas (jajaja). Entonces consegui un modelo de pierna, cree una esfera, 2 emisores de nParticles con GOAL 0.8, turbulencia, le labure el shader, le anime el noise, physical sky y quedo esto. El comercial no se si lo haremos o no, pero la prueba quedo bastantes digna.[...]