Re: Siggraph User Group Summary
| Date : Wed, 8 Aug 2007 17:26:44 -0400 |
| To : XSI(at)Softimage.COM |
| From : "Ajit Menon" <xsiajit(at)gmail.com> |
| Subject : Re: Siggraph User Group Summary |
(maybe we should strike tillMD comes out? life won't be the same anymore... :)
Many thanks Adam.
From: owner-xsi(at)Softimage.COM [mailto: owner-xsi(at)Softimage.COM] On Behalf Of Adam Sale
Sent: August 8, 2007 4:48 PM
To: XSI(at)Softimage.COM
Subject: Re: Siggraph User Group Summary
scenes demoed at the UG for MD
1)rbd paint roller rolling down a deformed slope dropping colored particles onto the surface as it rolled over.. a second roller then came along and rolled over the paint, picking up the particles as it passed over them..
2) fire.. creating fire using particles and rbds.. a match that was lit was passed over some logs that then caught on fire.. based on the position of the flame.. controls exposed for thickness, turbulence etc.
3)particle voxelized RBD xsi man.. based off of a weight map.. no influence meant particles dropped right away, while the more influence in the map caused particles to wait before falling.. noo flicker or jitter.. RBD'd particles were shaded with AO
4)footprints... a foot steps in the sand causing a foot impression to be left behind. Ronald also showed a null controller he'd hooked up to that caused the footprints to gradually disappear, like waves lapping up on a beach and eroding the footprints..
5) crowd simulation. A stream of intelligent particles flow through an obstacle course, particles make decision based on intelligence(rays cast in all directions from each particles position, the ray that gets closest to the goal becomes the path that the particles take.. Ronald ramped this up to 4000 or so actors and was still getting very good feedback.. particles were rendered as instanced soldiers.
6) muscle sim.. simple arm flexing example with underlying muscle object driven by an f-curve node that could have its profile updated on the fly to change the muscle shape. controls for changing muscle height, thickness, compresison, min, max etc.. uses a raycasting / shrinwrap type node to have the high res mesh follow the underlying muscle..
there were about 10 in all.. can't remember more off the top of my head.. anyone else want to chime in... will post more when I have recall..
----- Original Message -----
From: Kris Rivel <krisrivel(at)gmail.com>
Date: Wednesday, August 8, 2007 1:22 pm
Subject: Re: Siggraph User Group Summary
To: XSI(at)Softimage.COM
> Oh dear god...I really can't wait. My brain is going
> explode with these
> thoughts of voxels, particles, deformations, simulations in
> realtime......Ireally want to see some footage.
>
>
> On 8/8/07, Cornelius Porzig < xsilist(at)connimation.de> wrote:
> >
> > On XSIbase.com there is a thread, where someone has
> translated a German
> > article on Heise.de
> (http://www.heise.de/newsticker/meldung/94070) about
> > "Moondust" The article is short but quite informative.
> >
> >
> >
> >
> >
> http://www.xsibase.com/forum/index.php?board=29;action="">>
> >
> >
> > - Cornelius
> >
>
- References:
- Re: Siggraph User Group Summary
- From: Adam Sale <adamsale(at)shaw.ca>
- RE: Siggraph User Group Summary
- From: "Andre DeAngelis" <andre.deangelis(at)ubisoft.com>
- Re: Siggraph User Group Summary
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