Experiments..

General questions about Indigo, the scene format, rendering etc...
SimonLarsen
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Post by SimonLarsen » Wed Jun 13, 2007 3:46 am

Damn, Ono, that is cool smoke!

You're an evil genius... without the "evil" part. :D

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Kram1032
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Post by Kram1032 » Wed Jun 13, 2007 3:46 am

that's FANTASTIC!!!!

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Kosmokrator
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Post by Kosmokrator » Wed Jun 13, 2007 3:57 am

im wonter what else we can see from you Ono.....
1)Core i7 965XE stock CLOCK ,PSU:CHIEFTEC 850W
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vansan
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Post by vansan » Wed Jun 13, 2007 4:12 am

Wooow! :shock:
I mean really, WOW! :shock: :shock: :shock:
Is there any chance of seeing smoke in animation?

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OnoSendai
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Post by OnoSendai » Wed Jun 13, 2007 4:15 am

Well, you would need a program that could generate a smoke animation dataset...

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arneoog
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Post by arneoog » Wed Jun 13, 2007 4:29 am

Sweet! :shock: :D
Now we can nuke Maxwell and stuff :lol:


Could particles be translated into (smoke) dataset?

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OnoSendai
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Post by OnoSendai » Wed Jun 13, 2007 4:36 am

Arne:
that could work well.
I'm still thinking about how to handle the volume data formats etc...
Any more suggestions are welcome!

StompinTom
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Post by StompinTom » Wed Jun 13, 2007 4:42 am

if each particle was treated as a spherical volume, with a user defined radius (so basically a 3d halo) with the option of modifying the density of the smoke with a sort of procedural texture, like you used in the clouds?

naturally, i have no idea of how to do that.

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Kram1032
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Post by Kram1032 » Wed Jun 13, 2007 5:03 am

would be cool, if it can use fluid sim-particles, correctly:
foam, splash and such are no problem, any more, then :D

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OnoSendai
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Post by OnoSendai » Wed Jun 13, 2007 5:39 am

StompinTom wrote:if each particle was treated as a spherical volume, with a user defined radius (so basically a 3d halo) with the option of modifying the density of the smoke with a sort of procedural texture, like you used in the clouds?

naturally, i have no idea of how to do that.
It would be relatively simple to read in a list of particles, and 'splat' them into a volume map, using some kind of 3d filter for each particle (e.g. gaussian, step function, etc..)
Then the volume map could be used for rendering.
Alternatively the particles could be stored in their own data structure, which might be better for sparser sets, but that would be a bit trickier to code.

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Kram1032
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Post by Kram1032 » Wed Jun 13, 2007 5:42 am

you're the master! Nothing is tricky for you (except BiDir, sometimes...)

neepneep
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Post by neepneep » Wed Jun 13, 2007 6:25 am

Wowee :D Those tests look super!

What about using something like metaballs instead of particles?

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Kram1032
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Post by Kram1032 » Wed Jun 13, 2007 6:59 am

or both?
:P

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ThatDude33
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Post by ThatDude33 » Wed Jun 13, 2007 9:36 am

Very very very cool!

:)

...O.K., that was waaaaay understating what I think about this.

FUCKING AWESOME!!!
Matt B. >>Maya To Indigo<<
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manitwo
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Post by manitwo » Wed Jun 13, 2007 9:47 am

:shock: you can be really proud of yourself - so go and get yourself a beer now - you deserve it :)

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