Pinart in Maya

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Procedure

[dropcaps]1.[/dropcaps] Creating a grid is the easiest part. Simply create a “Poly Plane” with desired subdivision. These subdivisions dictate the number of pins created. A subdivision of 10×10 will create a grid of 100 pins, 20×20 will create 400 pins and so on.

file node image sequence[dropcaps]2.[/dropcaps] Next step is to animate the displacement of vertices of the grid and we use this awesome plugin called “Displaced” by Hajime. It displaces mesh vertices using textures color/luminance values. As far as animated texture goes, you can use any movie file and convert it to a sequence of sequentially numbered images. This can either be done using Quicktime or After Effects.  Alternatively you can render a Z Depth pass of any of your animation and use this sequence.

displaced plugin settingsOnce you enable the plugin you will see a new menu item “Create displaceD” added to the ”Create Deformers” menu. Select the plane grid you created in step 1 and add this deformer to it. Open displaceD settings in the attribute editor and plug in a “File texture” into the ”Color1” slot in displaceD & make sure you have checked “Use UV” under “Coordinate” panel.

displaced plugin menuFinally you need to provide a sequence of images to the “File” node and check the “Use Image Sequence” option. If you now click play button you should see the grid being displaced on the basis of the animated texture.

Lastly we need to stick pins to this animated grid and we will make use of particles and particle instancer for this task.

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