Re: [OT] dynamite v1.1

Date : Mon, 03 Jul 2006 13:30:17 +0200
To : XSI(at)Softimage.COM
From : Rob Wuijster <rob.wuijster(at)condor.tv>
Subject : Re: [OT] dynamite v1.1
Direct link to the website:
http://www.mutabilis.it/
Link is in the menu. Seems to be voxel based with MR shader.... Let's hope it' an addon ;-)



cheers,

*Rob Wuijster
*
Condor Digital
www.condor.tv <http://www.condor.tv>
Willemsparkweg 80
1071HL Amsterdam

+31 (0) 20 6712600 (T)
+31 (0) 20 6713766 (F)



Gent Krasniqi wrote:
Hey,
I got this guys website from xsiblog (the latest article writer) and found some interesting tests on smoke rendering. His website: http://web.tiscali.it/stefanoj/
Volume Rendering tests: http://web.tiscali.it/stefanoj/Smoke/Smoke.html


The tests look quite nice even though it doesn't mention if there is something special on the motion side happening (but a 'simulator' is mentioned).

Anyway, thought I would post it here.

On 6/15/06, *Vince Fortin* <vfortin(at)gmail.com <mailto:vfortin(at)gmail.com>> wrote:

    Think I meant Schönberger... y'know, Holger...


On 6/15/06, *Vince Fortin* < vfortin(at)gmail.com <mailto:vfortin(at)gmail.com>> wrote:

        So MAC, how does that compares to BA Volume in your opinion?
        Isn't something M. Schoenberger could later add to his toolset?
        I bet the rendertime isn't that much of a worry.

        On 6/14/06, *Marc-Andre Carbonneau*
        <marc-andre.carbonneau(at)ubisoft.com
        <mailto:marc-andre.carbonneau(at)ubisoft.com>> wrote:

            Some more voxel stuff. This time for Houdini.

            http://www.myrtlesoftware.com/index.php/fivebyfive





            ------------------------------------------------------------------------

            *From:* owner-xsi(at)Softimage.COM
            <mailto:owner-xsi(at)Softimage.COM> [mailto:
            owner-xsi(at)Softimage.COM <mailto:owner-xsi(at)Softimage.COM>]
            *On Behalf Of *Vince Fortin
            *Sent:* June 13, 2006 5:43 PM


*To:* XSI(at)Softimage.COM <mailto:XSI(at)Softimage.COM> *Subject:* Re: Re: Re: [OT] dynamite v1.1



            I see... I think it's a combination of the two.
            It happens where density and temperature (simulation) peak
            then the shader draws the colors according to these.
            Maya fluids have a nice set of texturing/gradients tools
            for that. You can really play with the thresholds for each
            voxel attributes and make the clouds crunchier, brighter, etc.
            Back to XSI, with a simple volume shader, I recall being
            able to give some kind of SSS look to the render using the
            density returned by the particles (see the 4th orange
            render on the page) but I guess it couldn't go any further
            due to the lack of extra channels in the voxels.
            Everything else is beyond my knowledge. So I guess you're
            right Kim, XSI needs a fluid solver ;-)

            cheers

            On 6/13/06, *kim aldis* <kim(at)aldis.org.uk
            <mailto:kim(at)aldis.org.uk>> wrote:

            Smoke like that, I think is as much a motion issue as a
            shader issue.  I couldn't find a video of that smoke but
            you get this kind of boiling motion where the smoke kind
            of pushes through and folds back on itself. It's very
            distinctive. I thought I could find a better example, but
            check out this link. I don't think you could get that with
            XSI particles.



            http://www.bbcmotiongallery.com/Customer/SearchDetails.aspx?searchText=refinery+fire&type=Simple&itemId=2aa3ac71-8c02-4205-a278-fa1617d9616f&page=1
            <http://www.bbcmotiongallery.com/Customer/SearchDetails.aspx?searchText=refinery+fire&type=Simple&itemId=2aa3ac71-8c02-4205-a278-fa1617d9616f&page=1>





            *From:* owner-xsi(at)Softimage.COM
            <mailto:owner-xsi(at)Softimage.COM> [mailto:
            owner-xsi(at)Softimage.COM <mailto:owner-xsi(at)Softimage.COM>]
            *On Behalf Of *Vince Fortin
            *Sent:* 13 June 2006 20:57
            *To:* XSI(at)Softimage.COM <mailto:XSI(at)Softimage.COM>
            *Subject:* Re: Re: Re: [OT] dynamite v1.1



            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
            <mailto:kim(at)aldis.org.uk>> wrote:



            > -----Original Message-----
            > From: owner-xsi(at)Softimage.COM
            <mailto:owner-xsi(at)Softimage.COM>
            [mailto: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 <mailto: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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