![]() I called it the “water curtain” and gave it a script I found for masking specific objects, even when the object on top is transparent. The solution wound up being surprisingly simple though: just adding an additional object. This proved to be an issue in Unity, however, as this kind of layered shader is not commonly available. Then, by scaling the mask up and down, it created an illusion of flow with the water as it filled in the space of the object covering all the walls. ![]() One half had the lattice of the water flowing through the sediment while the other had a mask that was half transparent and half solid. Initially, I created an effect that was convincing within Maya using a layered shader (that is, one using two shaders that interact with each other). The only major technical hurdle that came up was the effect of the water filling the ground. The house being just a flat PNG worked surprisingly well. A “house” was added to the top to give a sense of how far out the well should be and demonstrate where the outward heading pipe was going. The top of the well was left mostly empty, using just a large grass plane around the center point of the well. All piping and layers of grout or cement were chopped in half so they could later be toggled on and off to create cross sectional views. The parts of the well itself were modeled in more detail as they’d be examined closely. I also added a layer above all the ground parts that would be used to showcase water flowing through the sediment so it could pool at the bottom. It was decided after some testing that cutting the cylinder in half longways, with the pipes of the well dipped into the center point, created a more pleasing effect of “going underground”. A hole was cut into the plane to allow for an “elevator” to be placed that the users would ride down into the well, observing the way the structure changes and goes through layers of material. The structure of the well is very simple, a cylinder running deep under a plane. My part, as usual, was in the development of the 3D assets and working out animation concepts. They wanted a VR guide through the mechanics of a home well system. This is a small summary for my part in the VR experience we developed for a local Farm Show with members of the College of Agricultural Science. The issue with this project was that a humanoid character wouldn’t know how to properly emote from just AI text prompts, so we decided it’d be a perfect job for CIEL, who can speak without emoting and still come across as charming and appealing.įiled Under: Assets, Personal Exploration Home Well Experience for Farm Show One such project we specifically started this process for involves attempting to utilize AI chat programs within Unity and having a “talk” with an NPC character in an AR space. Soon we’re hoping to have this new version of CIEL finalized so we can bring it into new projects going forward. Of course, all the experimental bits from before may also apply to this version of CIEL, so further testing and development is sure to follow. This one is more inspired by old Macintosh computers and even has some coloration design to it that we can modify as needed. THese changes ranged from changing the antenna of CIEL to changing the screen to look more like an oscilloscope than it already does.Īfter some more discussion, I also took a shot at a more drastically changed design from my colleague who made her own concept art. As part of the exploration, I took a lot of the ideas for changes and tried mixing and matching various ones onto new versions of CIEL as seen below. From our discussions a few names have come up, but I’m currently leaning on the name “Customizable Immersive Experience Liason – CIEL”. As such, we opened things up to a group discussion on changes and ideas to explore with it, as well as naming the character. We’ve decided recently to begin earnestly developing this character into something that can be used in more experiences. This character was meant to provide a focus point in the tutorial and experiment with using the current avatar tech I had been working on with a non-human character. A small floating screen with a line that approximates soundwaves as it “speaks”. A while back, while working on the IVAN project, I developed a simple non-human character for use in the experience’s tutorial.
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