Re: Thinking Particles v3...amazing

Date : Tue, 18 Mar 2008 09:03:40 +0100
To : XSI(at)Softimage.COM
From : "Ahmidou Lyazidi" <ahmidou.xsi(at)gmail.com>
Subject : Re: Thinking Particles v3...amazing
Hi Holger 2 week ago I saw that afterburn can do geometry clipping to it's volume:
http://www.afterworks.com/AfterBurn.asp?ID=4
this can be a nice addition.

Regards
Ahmidou


2008/3/18, Schoenberger <XSI(at)digidragon.de>:
If you have some of these situations, in which the BA particle don't work. Just let me know.
There cannot be implemented everything into this one shader, but perhaps there will be a new XSI shader for this kind of stuff, which is missing for you.
I can only speak for me and not for SI, but I would say that I am "to limited" to know every kind of particle shading in every app.
So feedback and examples from the "real world" or different apps helps.
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
 


From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Kris Rivel
Sent: Monday, March 17, 2008 4:43 PM
To: XSI(at)Softimage.COM

Subject: Re: Thinking Particles v3...amazing

I hear ya.  Luckily Holger's shaders have bailed me out a few a times but they aren't perfect for every situation.  This has often led to some particle work being done in other apps.  On one occasion, I had to hand off some particle work to someone using Thinking Particles simply because it looked so damn good and was so easy to do.  The same would of taken lots of custom written Pevents or Scops in XSI which we just didn't have the time for.  For me, I'd say its 50/50.  Some jobs just need a good particle shader, some need superior animation control on an artist friendly level.  Its rare that I need both to be honest.

Kris

On Mon, Mar 17, 2008 at 11:11 AM, Eric Lampi <ericlampi(at)yahoo.com> wrote:
Well a huge % of it comes down to shaders.  With no realistic shaders with the ability to simulate smoke, steam, mist, fire and water, it's a moot point.

I saw some really fast, amazing looking shaders at the houdini demo during siggraph, that's what we need as well as control.  I can't tell you how many times it wasn't control of the particles that was the problem but the rendered results.

E

Freelance 3-D Animator, F/X Artist

----- Original Message ----
From: ruifeliciano <ruifeliciano(at)isisds.com>
To: XSI(at)Softimage.COM
Sent: Monday, March 17, 2008 9:42:10 AM
Subject: Re: Thinking Particles v3...amazing

Kris Rivel wrote:
> God after seeing this, I really can't wait for Moondust.  I still have
> my doubts that Moondust will be able to achieve some of this with ease
> but it sure would be nice.  Sorry for the non-xsi related post but
> this is some really cool stuff:
>
> http://www.cebas.com/news/read.php?UD=10-7888-33-788&NID=269
> <http://www.cebas.com/news/read.php?UD=10-7888-33-788&NID=269>
>
> Kris
(drools...)

One can only hope and some of the enthusiastic reports of people that
have actually seen MD in action makes have faith. But CP is an
environment that was built from the ground up haveing to deal with one
thing exclusively: excel at particle work. And that it does VERY well.
MD seems to be much more than particle work and thus I have doubts in
how easily users can eventually be able to generate these kind of
effects. XSI's current particle system also allows some pretty advanced
stuff...If you can overcome the spagetti work needed to achieve it and
have some TDs and nuclear engineers at your disposal. Doesn't matter how
powerful a system can be if it can't easily be leveraged.

Here's to hope!

Rui Feliciano

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