COMPUTER AIDED ARCHITECTURAL DESIGN
Workshop
11 Notes, Week of October 25, 2021

V-Ray Grasshopper Animation of Moving Object, Camera and Light (FIRST DRAFT)

This set of workshop notes describes animation object, camera and light through V-Ray. We will be constuction a Grasshopper file for V-Ray that consiss of pathways and objects moving along those pathways, as indicated in the following preview image (select the image for a more detailed view).

ovewview grasshopper file

1, Create three control point cuves for the object path, camera path and light path.

Start by adding the three path curves each one created with control points placed from left to right, or make 3 copies of the same curve.

three paths

Add a cone with a point on its cental axis on the ground plane.

add cone

Add additional solid objects in the background along the path for visual reference.

add background objects

2. Open Grasshopper. Create a curve parameter for each of the 3 path curves, a brep component and point component for the cone and point, and a brep for the remaining solid objects and make the corresponding connections for the entities in Rhino.

connect parameter compnents

3. Within Grasshopper, in the "curves" sub-menu, select the evaluate curve component.

eval length component


4. Place one in the canvas window for each of the three curves/

5. Go to the V-Ray Module within Grasshopper and select the timeline component.

select timeline

6. Place it on the lower left side of the Canvas window and connect it's output "fraction" the input "L" for each of the three eval components. The fraction is a percentage of the animatino complete from 0 to 1. Notice that a point is generated along each of the three curves accordingly.

connect fraction output

Add a numerical slider that runs from 2 to 360 frames, set the current value to 180, and plug it into the "Frames" input port of the timeline.

framesSlider

7. Add a vector component from the cone origin point component the cone path eval curve output "P" (point along the curve) output port.

add vector

8. Under the Grasshopper tansform "trns" tab, add a "Move" component to the canvas window . Connect the output of the Cone "brep" to the "G" input port of he "move Component. Aslo connect the "v" ouput port of the "Vec2pt" component to the "T" input port of the "Move" component.

9. Note that the cone begins to travel along the cone path control path by moving the timeline frame marker in the V-Ray Timeline.

coneMoves

10. Add a V-Ray Light Sphere component and connect its input port "Position" to the output port "P" of the eval curve component for the light path control curve.

Add Light Sphere

11. Add a camera component and connect its input port "Position" to the output port "P" of the eval curve component for the camera path control curve.

add camera

12. Add a V-Ray Material Preset component (simple material definition) to the Grasshopper Canvas Window.

Add Material Preset

13. Right mouse button click on the V-Ray Material Preset component and select the "Show Controls" option.

show Controls

14. The last step reveals the input type material "Generic" and has a defaut color of dark gray.

Presets for Material

15, Select the color menu item with the right mouse button and adjust the color value to off-white as in the dialog below

change color value

16. Now add a V-Ray Infinite Plane component to the canvas window.

add infinite plane

17. Right click on the infinite plane component and open its "Controls". The Boolean "True" or "False" Toggles are revealed. Switch both to "False".

switch present values.

18. Connect the V-Ray Material Preset output port named "Mtl" to the corresponding "Mtl" input port of the Infinite Plane.

assign material to infinite plane

19. Copy the V-Ray Material Preset and it's controls to the area of the canvas window adjacent due the "Brep" component for the background objects.

copy preset material

20. Add a V-Ray Geoemetry component to the right of the "Move" component for the Cone object.

add v-ray geometry component

21. Connect the "Brep" for the background objects to the "G" output port of the "Move" component. Similarly connect the "Brep" for the cone objects to the "G" output port of the "Move" component. In addition, onnect the output "Mtl" port of the "Mtl Preset" component to the "Mtl" input port of the "V-Ray Geometry" component.

connect inputs to v-ray geo component

22. Add a V-Ray Sunlight Rig System to the upper right of the V-Ray Light Sphere component.

add sunlight rig

23. Right-clock on the Light Shere component to add its conrol panels. Also, add a number slider ranging in values from 0.0 to 100.0 with a current value set to 80.0 and connect its output port to the "Intensity" input port of the "Light Sphere".

add num slider for light intensity

24. Copy the number slider, set the copy slider's value to 0.0, and connect its output port to the "Sun Intensity" input port of the V-Ray Sunlight Rig System.

add slider to sun rig

25. Add a V-Ray Render component to the right of the Sun Rig.

add v-ray render component

26. Connect the output port of the V-Ray Sunlight Rig System to the "Light Rig" input port of the V-Ray Render component.

light rig to render component connection

27. Connect the output port of the Light Sphere to the "Light" input port of the V-Ray Render component. Right Click on the render component and show it's controls.

light sphere to render component

28. Change the render component "Mode" to "Production" and connect the V Geo and Infiinite Plane output ports to the "V Geo" input port of the V-Ray Render component.

connect VGeo C to Render C

29. Connect the cone path output port "P" the the Camera' component "Target" input port.

cone path point to camera target connection

 

30. In turn connect the "Camera" component "Camera" output port to the "Camera" input port of the V-Ray Render component.

 

camera output porter to render component

31. Add the infinite plane output port to the to the "V Geo" input port of the "V-Ray Rendering" component.

connect infinite plane to render component

31. Set the frame number to 60. Right mouse click on the Render component and choose the "Render" option to render a single image from the camera's point of view.

start render test

32. Adjust values for "Levels" and review the result.

preliminary render test

33. Use the "Gumball" too to adjust the camera path and spherical light path placing them further away from the cone path as needed take in a wider view.

adjust paths

34. Add a numerical slider with a range of value froms 0.0 to 2.0 to the "intensity" input port of the Sun rig and set its value to 0.

add sun intensity

35. Add a numerical slider to the "radius" input port of the light sphere with a range of values of 0.0 to 2.0 and set its value to 0.7

add light sphere intensity

36. Re-render the view to see if the adjustment is closer to the view angle and view framing you desire. Note that the spheritical light is visible in the upper part of the view.

second render test

35. Connect the V-Ray Timeline output port to the V-Ray Render component "Timeline" input port.

connect timeline

36. Double click on render component "Out Img" file controls tool to select a file type, and to name (e.g, "mycam.jpg") and choose its folder location (e.g., "frames"). The "jpg" format is recommended as the default image file format.

file save dialog

37. Note that the file format has the name"myCam.jpg". The individial animation frames will be named "myCam.0001.jpg", "myCam.0002.jpg" etc..

file name saved for image frames

38. Change the "Mode" control from "Interactive" to "Productive", and then right - click on the "Render" componet and select the "Render Animation" option to render he animation.

render animation command

39. Render, compile, and view the resulting animation. Note we will cover the animation file frame assembly to complied movie file process through OpenShot video editing software per separate notes.

40. Right mouse button click to "Light Sphere" component, use the "Show Controls" tools, and then toggle Boolean control for the "Invisible" property to "True".

make sphere invisible

39. Render, compile and view the resulting animation and note that the sphere is no longer visible.