RE: [OT] dynamite v1.1

Date : Mon, 3 Jul 2006 09:54:33 -0400
To : <XSI(at)Softimage.COM>
From : "Marc-Andre Carbonneau" <marc-andre.carbonneau(at)ubisoft.com>
Subject : RE: [OT] dynamite v1.1
Last I heard about this is that their implementation belongs to Action Synthese since it was developed while they were working there. (Stefano and Largo)


-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Rob Wuijster
Sent: July 3, 2006 7:30 AM
To: XSI(at)Softimage.COM
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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>              
>
>              
>
>
>
>

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