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Maya Pattern Animation The animation and notes on this page explain how custom shaders written in the RenderMan Shading Language can be animated using SLIM parameter expressions. Actually, no part of this animation was done using shader parameters. It was instead driven almost completly by python expressions within houdini. What I initially wanted to do for this project was to animate something that does not follow any particular pattern. Something natural. So I thought of animating my signature: "N.B.J". Throughout this project, I also enhanced the functionality of my point cache script that I wrote for ST Coloration. These are the key features making this animation possible: 1. Render points out to rib frames, from directly within houdini I will explain the extensive process of creating this animation shortly, but for now I will just run through the results breifly. [Incomplete Breakdown] Animating Crayons
Second Render. Point radius is 0.001. Note the colors being added as the path progresses
Implementing Beizer Curve In the past, only one student had attempted to draw a beizer curve on the ST grid. The main problem was figuring out how to reference a large amount of points (from an external source) to represent complex amount of data. I extended my point cache script to overcome this problem and my initial tests proved successful:
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