Experiments..

General questions about Indigo, the scene format, rendering etc...
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dougal2
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Post by dougal2 » Fri Jun 22, 2007 7:38 am

looks absolutely amazing.

can you run a render well past sunset, or midnight?
I'd be interested to see how well night can be simulated like this.

Anthony
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Post by Anthony » Fri Jun 22, 2007 4:07 pm

You need to find out how to create better shapes of clouds though, because right now the just look like cottonballs :P

mrCarnivore
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Post by mrCarnivore » Fri Jun 22, 2007 6:29 pm

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.

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suvakas
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Post by suvakas » Fri Jun 22, 2007 7:31 pm

mrCarnivore wrote:I'm not sure if the concept of randomly created clouds fits with the concept of your renderer.
What's the concept?

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Post by mrCarnivore » Fri Jun 22, 2007 8:53 pm

OnoSendai wrote: For the clouds:
I'll probably do something like:
you can have an arbitrary number of layers, for each layer you can specify
* the start altitude
* end altitude
* a list of Perlin noise (frequency, amplitude) pairs
* overall noise bias; controls sparseness of clouds

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OnoSendai
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Post by OnoSendai » Fri Jun 22, 2007 8:56 pm

I'm guessing Suvakas means the concept behind Indigo that you were referring to.

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.

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suvakas
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Post by suvakas » Fri Jun 22, 2007 9:06 pm

OnoSendai wrote:I'm guessing Suvakas means the concept behind Indigo that you were referring to.
Exactly 8)
I don't imagine myself modellig clouds. The way that Ono is implementing it seems very Ok to me.

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Post by mrCarnivore » Fri Jun 22, 2007 11:01 pm

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.
I don't understand. Why are they impossible to create without procedurals? They could be modelled like smoke with particles or other 3d structures...

Or are you speaking about moving clouds for animations?
suvakas wrote:I don't imagine myself modellig clouds. The way that Ono is implementing it seems very Ok to me.
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...

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suvakas
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Post by suvakas » Fri Jun 22, 2007 11:27 pm

..any other renderer? damn..that is bad :lol:

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 8) (if you get my point).

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jansan
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Post by jansan » Sat Jun 23, 2007 12:09 am

[quote="

Ono you are a god :!:[/quote]

Ono, that does not insult your intelligence to say that you are a God, Now, I request to God that blesses your knowledge and your abilities of programming, as well as your aptides to share them

okazaky
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Post by okazaky » Sat Jun 23, 2007 2:45 am

If you combine different noise patterns you can get quite good results I guess. It's not that accurate as the rest of indigo but it looks nice so far.

Insquall
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Post by Insquall » Tue Jun 26, 2007 12:16 am

this is AWESOME :o

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CTZn
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Post by CTZn » Tue Jun 26, 2007 6:59 am

>>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... :roll:
obsolete asset

sprocket
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Post by sprocket » Tue Jun 26, 2007 11:24 am

:shock: :twisted:
nice to come back to this pretty sight!!

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psor
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... any news? ^^

Post by psor » Sat Nov 10, 2007 8:24 am

*bump* 8) :oops: :wink:
"The sleeper must awaken"

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