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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A.K.I.T.A.: Artificial Killing and Immediate
Troubleshooting Android
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