RE: RE: Re: Re: [OT] dynamite v1.1

Date : Tue, 13 Jun 2006 14:23:40 -0400
To : <XSI(at)Softimage.COM>
From : Kris Rivel <kris(at)krisrivel.com>
Subject : RE: RE: Re: Re: [OT] dynamite v1.1
Thanks Ronald for clearing that up....now put it into XSI :-)  Seriously though, despite some of the voxel methods limitations its still usefull for some things.  I can think of a dozen times I would of settled for a voxel based approach vs. particles.  

Kris


>Just to make sure there is no confusion. What's shown on the Dynamite website 
>are two different technologies. 
>
>The first few snapshots/animation relate to "grid-based" fluid simulation. No 
>particles are involved, the simulation is applied on a 3D voxelized space, 
>each voxel having it's density of smoke or other fluid. The advantage of such 
>a solution is that it gives quite good results when simulating realistic fluid 
>motion. The disadvantages are that it slows down to a crawl once you bring up 
>the resolution to production quality. It also has much less control than 
>particle-based methods and the simulation is confined to a small bounding-box 
>space.
>
>The last four smoke renders (after the head renders) are particles rendered 
>with a volumic shader. Particles are simulated using a standard particle 
>system, so it's much faster. Other advantages are more control over the 
>simulation making achieve a wider range of effects including non physically 
>realistic effects. Also, the simulation is not bound to a volume. However, 
>although a rendered still image looks very nice, the fluid movement is not as 
>fine as with grid-based simulations but still looks quite nice when tweaked 
>right. This is the solution you find in Lightwave and plug-ins such as Binary 
>Alchemy.
>
>Both can be used depending on the effect seeked, the volumic shader approach 
>is most popular partly because it is computes in reasonable time. There has 
>been a lot of research on "grid-based" fluid simulations in the last few 
>years. A good part of it is focused on making the simulation faster. So there 
>is hope for the first approach to be more widespread.
>
>	.. Ronald
>
>
>
>-----Original Message-----
>From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf
>Of Marc-Andre Carbonneau
>Posted At: Tuesday, June 13, 2006 11:54 AM
>Posted To: xsi
>Conversation: Re: Re: [OT] dynamite v1.1
>Subject: RE: Re: Re: [OT] dynamite v1.1
>
>
>We use Lightwave once in a while.
>The fireballs in Prince of Persia 3 opening sequence are done with
>Lightwave.
>Very nice voxels. You can do so much with basically just one shader.
>
>
>-----Original Message-----
>From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
>Of Kris Rivel
>Sent: June 13, 2006 11:24 AM
>To: XSI(at)Softimage.COM
>Subject: RE: Re: Re: [OT] dynamite v1.1
>
>I find it even stranger that this kind of stuff is made for Lightwave
>initially.  Are there that many high-end places using Lightwave heavily
>these days?  For the past year or two I get the feeling that most places
>are using Maya, XSI or Max.  Since Maya and Max has such a huge market
>share, you would think the first gen versions of these plug-ins would
>come out for those apps first.  I guess whoever wrote this suite of
>plugins was probably just heavily invested in Lightwave.
>
>Kris
>
>
> 
>Is there something in LW that makes it suitable for voxels? Seems
>they've always had that sort of stuff while almost no other apps have
>something similar, even 3rd-party plugins!
>
>
>On 6/13/06, Marc-Andre Carbonneau <marc-andre.carbonneau(at)ubisoft.com>
>wrote:
>
>
>
>Forget it. Get Fedkiw to do something wecan use.
>
>
>He just posted new stuff for this year'sSiggraph
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>http://graphics.stanford.edu/~fedkiw/
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>From:owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
>Of Vince Fortin
>Sent: June 13, 2006 9:23 AM
>To: XSI(at)Softimage.COM
>Subject: Re: Re: [OT] dynamitev1.1
>
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>Then again, Realflow ismore for liquids. Sure it has limitations but
>it's still the only one of itscategory available on the market.
>
>About grid-based fluids, I don't believe they are the holy grail of fx
>but,without adding more fuel to the fire, you got to start somewhere to
>improve thesystem. I know some of us on this list had them for XSI. We
>got oursimplemented in literally no time with some features even
>surpassing the Mayaones.
>
>The point is, it's no big deal now to program them (I find it harder to
>justifythe need to have them in XSI vs. buying a Maya license).
>The good news is there's more and more alternatives around and
>inspiration forsomeone who'd like to take the challenge to program them.
>I don't expect Softimage to become a leader in the world of simulation
>(eventhough I seriously wish they were) and I hope they come up with a
>nicerparticle system way before a CFD one!
>
>Vincent
>
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>
>On 6/13/06, kimaldis <kim(at)aldis.org.uk>wrote:
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>From: owner-xsi(at)Softimage.COM[mailto:owner-xsi(at)Softimage.COM] On Behalf
>Of Votch
>Sent: 13 June 2006 08:25
>To: XSI(at)Softimage.COM
>Subject: [Norton AntiSpam] Re:[OT] dynamite v1.1
>
>
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>Realflow may be great for viscous fluids like water
>
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>[kim aldis] 
>
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>I wouldn'texactly call it great. You can force it but there's limits to
>what it'll do andif you push it more than a bit it starts to creak at
>the edges. It's also verylimited in terms of texturing. And you can't
>get it to foam which is quite alimitation.
>
>
>
> but it's lacking when it comes to gases, fireand clouds. With a bit of
>effort XSI's particle system can produce nice workbut it's completely
>lack of a voxel based CFD solver pushes it way behind thecurve. Just
>about every competing package has a CFD solver either natively orvia
>plugins. I'm really hoping Flowline or thinking particles makes it's way
>toXSI sometime soon. 
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>-- 
>stockholm.postproduction | www.stopost.se
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