There's a tendency with these kind of things to react more
excitedly than is really merited – especially over on xsibase where 'awseome
dude !!! JJJ!!!***!!!'
is the standard reaction to someone's new cube. I don't want to
take from what the guy's doing, I think it's great when people do
stuff like this but no-one should expect it to be the fluid be-all end-all. Anyone
who's used Maya fluid or Realflow knows all too well that it looks great
until you get into real-world production and find the density you need to get
anything worthwhile is mostly impractical given the resources we have available
to us right now. Remember also that a lot of clever people put a lot of hard
time into Maya fluid and Realflow and both these tools are still pains in the
arse and fluids are still tough as hell.
So let's by all means encourage the man but let's
also keep it in perspective and not get too carried away.
If each particle carries at least the density of the voxel
then Holger's shaders sould work with this, right? :-)
I am guessing that they are evenly lined-up in the
container, idle, providing rgba feedback.
It's kind of weird that they escape the box though!
It looks like the rendering is not but the dynamics are.
It might be interesting to be able to access the data for rendering
though...
-T
Kai Wolter wrote:
> Is it really voxel based? From the text and videos I would conclude it
> is based on particles (for instance smoke particles are rendered
> outside of the volume)
> Nonetheless the appetizer looks really promising and the playback
> speed is just awesome.
>
> Kai
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