Experiments..
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- Posts: 517
- Joined: Sun Mar 04, 2007 6:20 am
- Location: Stuttgart, Germany
I'm not sure if the concept of randomly created clouds fits with the concept of your renderer. Even if you allow several layers with indipendantly assignable number of clouds and some variables that affect the randomness...
In reality there are several distincly shaped different types of clouds. Also the different types are restricted to specific altitudes.
And because it can be expected from you to code a cloud generator that randomly generates clouds with these limitations in mind, I wold suggest that the actual modelling of the clouds is done in the 3d-app and yo create some kind of cloud material.
This would also give the artists more control over the exact shape and position of the clouds. This is extremely important, I think, since the shape of the clouds has a huge impact on the image itself.
In reality there are several distincly shaped different types of clouds. Also the different types are restricted to specific altitudes.
And because it can be expected from you to code a cloud generator that randomly generates clouds with these limitations in mind, I wold suggest that the actual modelling of the clouds is done in the 3d-app and yo create some kind of cloud material.
This would also give the artists more control over the exact shape and position of the clouds. This is extremely important, I think, since the shape of the clouds has a huge impact on the image itself.
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- Posts: 517
- Joined: Sun Mar 04, 2007 6:20 am
- Location: Stuttgart, Germany
-
- Posts: 517
- Joined: Sun Mar 04, 2007 6:20 am
- Location: Stuttgart, Germany
I don't understand. Why are they impossible to create without procedurals? They could be modelled like smoke with particles or other 3d structures...OnoSendai wrote:Clouds differ from the usual objects modeled in that they are more or less impossible to create without some kind of procedural noise, or turbulent fluid simulation.
Or are you speaking about moving clouds for animations?
I think Ono's approach is definitely fine. I just think it doesn't fit to the rest of Indigos principles of perfect realism... Turbidity is perfect, the materials for the clouds seem real to me, as well. But the form of the clouds is just realized like in any other biased renderer...suvakas wrote:I don't imagine myself modellig clouds. The way that Ono is implementing it seems very Ok to me.
..any other renderer? damn..that is bad
What makes modelling clouds with particles more physically correct? For example I know nothing about clouds..not so much that i could model them to be physically correct. 3d noise = fine and more correct than i ever can do manually.
Also.. what is this perfect unbiased renderer you are after?
For me unbiased means a correct light calculation without having to tweak all those photon maps and irradiance maps and all these small little spinners and swinners... I don't take this as a "nature simulation". I don't expect to render an image that long to see how water vaporises from the ground to form clouds (if you get my point).
What makes modelling clouds with particles more physically correct? For example I know nothing about clouds..not so much that i could model them to be physically correct. 3d noise = fine and more correct than i ever can do manually.
Also.. what is this perfect unbiased renderer you are after?
For me unbiased means a correct light calculation without having to tweak all those photon maps and irradiance maps and all these small little spinners and swinners... I don't take this as a "nature simulation". I don't expect to render an image that long to see how water vaporises from the ground to form clouds (if you get my point).
>>Here<< the online Maya doc for fluids; differents textures types are
exposed down the page, may be usefull to inspire improvements for clouds.
Ie a height based falloff would be cool, so clouds are more dense at their
base or the reverse, or fluffyness... note that Maya effectively stores fluids
caches by slicing the volume.
Also you can drop an eye here
Cheers
Yes I'm turning old, I already gave linkd to the doc there...
exposed down the page, may be usefull to inspire improvements for clouds.
Ie a height based falloff would be cool, so clouds are more dense at their
base or the reverse, or fluffyness... note that Maya effectively stores fluids
caches by slicing the volume.
Also you can drop an eye here
Cheers
Yes I'm turning old, I already gave linkd to the doc there...
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