Re: [OT] dynamite v1.1

Date : Tue, 4 Jul 2006 10:00:00 +0100
To : <XSI(at)Softimage.COM>
From : "adrian" <adrian.wyer(at)fluid-pictures.com>
Subject : Re: [OT] dynamite v1.1
so if it was done again, with slightly different code, perhaps, it could 'maybe' be something
that 'might' be released as an addon, for say, oooh $100 a pop?



maybe?

hmm?

a
----- Original Message ----- From: "Stefano Jannuzzo" <stefanojannuzzo(at)tiscali.it>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, July 04, 2006 9:05 AM
Subject: Re: [OT] dynamite v1.1



Yes, it was done for AS, 2 years ago, out of the Fedkiw-Stam-Jensen article and some free code available.
Stefano


----- Original Message ----- From: "Marc-Andre Carbonneau" <marc-andre.carbonneau(at)ubisoft.com>
To: <XSI(at)Softimage.COM>
Sent: Monday, July 03, 2006 3:54 PM
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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