Yes! Yes, this is all fine and well and good........
When do WE get it? :-)
Sorry for that, I couldn't resist.
Vince Fortin wrote:
Correct me if I'm wrong Kim but this is more a shader
issue rather than a simulation thing.
If XSI had a good volume shader, we could achieve this result with both
grid-based and particles simulations.
I've once been told though that it's more difficult to implement the
"hypervoxel" or "afterburn" texturing
features in MR (because they are isosurface or someeeethinnng like
that).
On 6/13/06, kim aldis <kim(at)aldis.org.uk> wrote:
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM]
On
> Behalf Of Ronald Beirouti
> Sent: 13 June 2006 18:56
> To: XSI(at)Softimage.COM
> Subject: RE: Re: Re: [OT] dynamite v1.1
>
>
> 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.
>
[kim aldis]
It's worth pointing out here, though, that motion for some of those
particle
based simulations you won't get right XSI's particle system. In
particular,
check out that one with the black smoke and fiery middle. If there's a
motion of it available you should see a really nice boiling kind of
motion
which is very typical of big, explosive type effects. There's another
nice
example on Glasswork's site which I think is one of their custom
particle
effects, correct me if I'm wrong Alastair. Pete, wasn't it?
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LYN CAUDLE
VFX
SUPERVISOR -> burns when wet!
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