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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