建立自己的程序修饰管道

W. Choi, Nayoung Kim, Julie Jang, Sang-Hun Kim, Dohyun Yang
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引用次数: 2

摘要

虽然有商业上可用的软件来制作数字皮毛和羽毛,但在低预算下创造逼真的数字生物仍然不是一件小事。因为在制作我们的第一部电影《Mr. Go》时,没有软件可以满足我们的目的,我们决定开发我们自己的定制解决方案,ZelosFur [Choi et al. 2013]。虽然它可以为后续项目创造毛茸茸的数字生物,但这种原型系统缺乏灵活性,无法轻松添加向后兼容的新功能,并且无法为美工提供足够的自由或控制修饰过程。Zelos节点网络(ZENN)是一个新的程序解决方案,允许快速,简单,和艺术指导的创建各种身体覆盖的数字生物(如皮毛,羽毛,鳞片等)通过扩展,它也可以用来创建森林,岩石和翠绿的景观的数字环境。在这次演讲中,我们将讨论如何在ZENN中设计和实现一个过程修饰工作流,并简要介绍我们的缓存和渲染过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Build your own procedural grooming pipeline
Although there is commercially available software for producing digital fur and feathers, creating photorealistic digital creatures under a low budget is still no trivial matter. Because no software could fulfill our purposes at the time of the making of our first movie Mr. Go, we decided to develop our own custom solution, ZelosFur [Choi et al. 2013]. While it made possible furry digital creature creation for subsequent projects, this prototypical system lacked the flexibility to easily add new features with backward compatibility and did not provide artists with enough freedom or control over the grooming process. Zelos Node Network (ZENN) is a new procedural solution that allows for quick, easy, and art-directable creation of all kinds of body coverings for digital creatures (e.g. fur, feathers, scales, etc.) By extension, it can also be used to create forests, rocks, and verdant landscapes for digital environments. In this talk, we discuss how to design and implement a procedural grooming workflow within ZENN and briefly address our caching and rendering process.
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