Here a motion deformer for maya done in c++ which simulate motionBlur directly onto a mesh.
This tool write custom VertexColor attribute onto the mesh that can be used with sOup for particle emission. Can be also use for emiting Fluid on fast moving mesh emitter and avoid stuttering effect.
Different parameter are available : speed scale, deformation amplitude, clamp, us textureMap, reverse motion, do Squash & Stretch ...
malcom rig from animschool.com
Here is a maya deformer which deform mesh via displacement or vector displacement map of an object directly into the viewport. Can be usefull for different kind of stuff like animation or effect simulation:
displacement (user can choose which rgb channel he want to use from the map):
map used for this deformation (float rgb extract from houdini):
other example of vectordispalcement:
map used for this deformation (extract from mudbox):
Flakes: Procedural texture shader that can be usefull to create flake on different type of shader (snow, carpaint or sparkles effect). This shader give the possiblity to create a various number of flakes layer with different param:
exemple of setup:
exemple of use (mixed with my custom irid shader and colorMixer):
. Iridescence shader (base on Mario Marengo's VEX glass shader_houdini)
In progress but the actual shader allow to disturb iridescence effect with custom RGB map, hue/saturation on the color, setup the thickness and setup the roughness/weight of the specular. The color are not generated by a ramp color.
To do : refraction and opacity
With disturb :
. doubleSided -> use two different shader on back and front face:
. colorMix -> mix 11 different layer of shader or texture with different mode of fusion ( over, multiply, add, subtract, screen, lighter, darker, softligth,hardlight and difference). Work with the different AOV provide by AiStandard:
. depth -> depth utility for creating depth float value, can be connected to a locatot:
Implementation of kelvin wake displacement shader and a deformer. Based on : " Kelvin Wigly hullform by David Brown"
- displacement shader for arnold : http://juliensilvestre.com/overblog/wakeArnold1.png
- maya deformer : http://juliensilvestre.com/overblog/deformerMaya.JPG
- deformer on top/ shader on bottom : http://juliensilvestre.com/overblog/wakeDeformer_wakeArnold.png
Here is my first plugin for maya in c++
A wave/tidal deformern this is a "conversion" of my previous wave deformer done in Houdini (https://vimeo.com/64952582)
On the second part of the video i've use my deformer with the hot Ocean Deformer from : http://nico-rehberg.de/shader.html