Well I can not refute a certain mammal fascination for what blows up, as well as I'm finding infame and vile its use.pixie wrote:I believe I can nuke... everybody... I believe I can nuke away! Beautiful!!CTZn wrote:Once again with a quasi-render, equivalent to a supersampling of 4 accounting for the framebuffer, with a little blurring in-between.I did two things that greatly improved performances for a better trade-off.
First I introduced clamping for the output temperature; hotter spheres will be forced down to a maximum temperature. This avoids small clumps, if not individual spheres emitting outstandingly bright (hot) spots. Rendering such extreme effects becomes comfortable.
Then I left jittering alone, with for effect a muuuch faster initialisation from Indigo due to no intersecting mediums being reported.
(I'm wondering how much just printing such each event for massive sets can be the time hog here, devs ? If it happens once, it just needs a one line output. If it happens more, knowing the event count is what matters, not to have each single one reported.)
The effect is that each sphere is now stuck at the center of its voxel, instead of having it moved randomly within its former space's radius. This comes at a visual cost, but then it's a matter of balance between voxel size, RAM and the final resolution (OT: spotted three-body problem, add time for a fourth dimension !).
I can think of a number of things to enhance the tool, it has been a long time since I enjoyed myself with scripting...
If I ever render a sequence myself, this is the MAXIMUM resolution !
PS: I may drop the mass destruction theme soon, as I can tell it's not your type of humour.
WIPs: CTZn
Re: WIPs: CTZn
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- pixie
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Re: WIPs: CTZn
CTZn wrote:Well I can not refute a certain mammal fascination for what blows up, as well as I'm finding infame and vile its use.
Re: WIPs: CTZn
For what it is worth, an old incomplete design; it lacks a trunk and a correction in proportions. The wood is a baked Maya procedural.
iirc rendered with GPU accelerated PT. No btw not with 2.6.1 ? I'm confused.
iirc rendered with GPU accelerated PT. No btw not with 2.6.1 ? I'm confused.
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Re: WIPs: CTZn
I must say the chair is HORRIBLECTZn wrote:For what it is worth, an old incomplete design; it lacks a trunk and a correction in proportions. The wood is a baked Maya procedural.
iirc rendered with GPU accelerated PT. No btw not with 2.6.1 ? I'm confused.
Re: WIPs: CTZn
Yup 2.6.1, the image was rendered back then. Pibuz, I guess it deserved the comment
That's as far as the project went, I thought I'd post the image after I bumped into it recently; lazy dusting really.
That's as far as the project went, I thought I'd post the image after I bumped into it recently; lazy dusting really.
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Re: WIPs: CTZn
24h tripping with flames, I reverted from textured emission because rendering flames is already a complex system without that, but I will need textured emission (of fluid data in Maya) for a correct collision of the flame with the torch. Attached the same frame rendered twice, one with both absorption and scattering ten times higher. It shows up in rendering times (see overlays), I'll be implementing the fastSSS material now !
Absorption is carving into the flame emission, adding contrast and drama. Scattering is simply giving the flame its flesh and fat (eventually). No camera diffraction used.
Zom-B, I've been thinking of your dragon scene for a moment, I'm not there yet though (ugh prepare colliders in cm and obj format just in case)
Absorption is carving into the flame emission, adding contrast and drama. Scattering is simply giving the flame its flesh and fat (eventually). No camera diffraction used.
Zom-B, I've been thinking of your dragon scene for a moment, I'm not there yet though (ugh prepare colliders in cm and obj format just in case)
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Re: WIPs: CTZn
48th frame of a torch lighting up, with correct flame collision. At this point the issue with too many warnings output is killing the effort, I'm left to hope that it would be much faster in console mode. I'll be sharing the video soon.
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Re: WIPs: CTZn
Attached an actual MP4/AVI file with a false extension to fool the website's limitation
Rename to the suitable extension for visioning. Worth 2s of video (53 frames).
Rename to the suitable extension for visioning. Worth 2s of video (53 frames).
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- torch_120_10spp.mp4.NOT.zip
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- Oscar J
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Re: WIPs: CTZn
Very cool, looks realistic.
Re: WIPs: CTZn
Thank you ! The flames are too big, there's too much heat but it didn't bother me too much for a second animation test.
The good thing is that it is supposed to light like a torch would, I'll illustrate this next. Sorry for not sharing the video in a more convenient way.
The good thing is that it is supposed to light like a torch would, I'll illustrate this next. Sorry for not sharing the video in a more convenient way.
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