I have some code somewhere to grab fluid density data from MayaCTZn wrote:Blender will prolly be the first to implement the Indigo grid data format, but Maya will not miss its opportunity I'm sure.Only Blender with an integrated smoke fire volume physic may benefit
Limit surface + density grid = yummy
And as you said, Zom-B, even Cinema can do sim in multiple ways. But yeah, point cloud is another fun, and perhaps more accessible thing, through particles. I guess Ono is just focusing on shading concerns for now...
Very cool !
Experiments..
Re: Experiments..
Re: Experiments..
I seem to remember this Dougal, thanks I'll certainly start to fiddle with the Maya python API again once the MtI doc is finished.dougal2 wrote:I have some code somewhere to grab fluid density data from MayaCTZn wrote:Blender will prolly be the first to implement the Indigo grid data format, but Maya will not miss its opportunity I'm sure.Only Blender with an integrated smoke fire volume physic may benefit
Limit surface + density grid = yummy
And as you said, Zom-B, even Cinema can do sim in multiple ways. But yeah, point cloud is another fun, and perhaps more accessible thing, through particles. I guess Ono is just focusing on shading concerns for now...
Very cool !
obsolete asset
Re: Experiments..
Have you guys considered doing an atmospheric simulation thing where it's automatically tied to sun/sky and you are adjusting properties of the planet kind of like Vue. So, when you turned on sun and sky, you would have the the option of creating a planetary atmosphere to go along with it.OnoSendai wrote:Hi Neo0,
it's just because the density shader is contained inside a cube. A real cloud shader would gradually reduce density near the edge of the containing object, so you wouldn't get hard edges.
Also, will volumetric media be capable of emitting light as well (for something like a nebula.)
- Borgleader
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Re: Experiments..
I guess you could try putting an emitter inside the volumetric gas(es) to fake the light emission, that might give an interesting result.neo0. wrote:Also, will volumetric media be capable of emitting light as well (for something like a nebula.)
benn hired a mercenary to kill my sig...
Re: Experiments..
Atmospheric scattering test with terrain.
Have made some optimisations to the atmospheric scattering, can get decent images relatively fast now.
Thanks to FakeShamus for the original mountain scene.
Have made some optimisations to the atmospheric scattering, can get decent images relatively fast now.
Thanks to FakeShamus for the original mountain scene.
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Re: Experiments..
that is awesome.
now just implement some procedurals to generate the terrain directly in Indigo so I can ditch terragen all together.
now just implement some procedurals to generate the terrain directly in Indigo so I can ditch terragen all together.
Re: Experiments..
looks great! Reminds me of http://nis-lab.is.s.u-tokyo.ac.jp/~egak ... sia10.html
2 questions:
1) Indigo 2.4.11 ??
2) whats the banding on the snow in the canyon... shouldn't it be smooth through 32bit depth?
2 questions:
1) Indigo 2.4.11 ??
2) whats the banding on the snow in the canyon... shouldn't it be smooth through 32bit depth?
polygonmanufaktur.de
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Re: Experiments..
I'm guessing that's an 8-bit version of the displacement map?
- zeitmeister
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Re: Experiments..
Would it be possible to add atmospheric scattering as a quasi-object surrounding/enclosing the scene, like sunsky or the IBL-sphere?
As a predefined feature, like these ones above?
Would something like that make sense?
As a predefined feature, like these ones above?
Would something like that make sense?
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: Experiments..
that's exactly how it's being done, an earth-sized sphere inside a larger *ahem* atmosphere-sphere with a medium.zeitmeister wrote:Would it be possible to add atmospheric scattering as a quasi-object surrounding/enclosing the scene, like sunsky or the IBL-sphere?
As a predefined feature, like these ones above?
Would something like that make sense?
Re: Experiments..
hey lcy, this looks awesome!
Is the orange color a result of the atmospheric scattering?
Did you used a special medium to get this effect, or is it a simple
uniform medium and the Sun/Sky model is to "blame" for the color?
Is the orange color a result of the atmospheric scattering?
Did you used a special medium to get this effect, or is it a simple
uniform medium and the Sun/Sky model is to "blame" for the color?
polygonmanufaktur.de
Re: Experiments..
it's the experimental atmospheric model (rayleigh and mie scattering in a layer around earth-sphere) that's causing the red light, yes
i've used low light, narrow field of view and a contrasty camera response function to get the particular look.
i've used low light, narrow field of view and a contrasty camera response function to get the particular look.
Re: Experiments..
rayleight for correct dawn sky color and mie scattering for a atmospheric effect, this enhancements are very welcome, since the actual sky system is quite... unspectacular... to use
About the mie scattering: is this a global value for the sky, where to define the size of (water!?) particle in the air to get a denser misty look, or is this a material based feature?
How can a user control this... is a giant sphere of earth atmosphere always needed? How does this perform with BiDir, since it gets less performance if scenes are BIIIIG afaik!?
About the mie scattering: is this a global value for the sky, where to define the size of (water!?) particle in the air to get a denser misty look, or is this a material based feature?
How can a user control this... is a giant sphere of earth atmosphere always needed? How does this perform with BiDir, since it gets less performance if scenes are BIIIIG afaik!?
polygonmanufaktur.de
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