I have an alpha version of the fluid shader to play with.
No samples, no help, not all features finished, but it renders.
You can render:
- Latest alpha of emFluid
(more features in cooperation with Eric planed)
- Maya .mc cache files (you need to add a geometry shader to the scene)
- (not implemented yet: Phoenix cache files)
- (not implemented yet: Field3D cache files)
- (no response yet: FumeFX... so perhaps no implementation)
How it works:
Plug the fluid shader into a picker and the picker into density of the volume.
Plug the fluid shader into the color of the volume shader if wanted.
Use either fluid_value_color or fluid_value_float to get a value of the fluid.
Plug these shaders directly into the fluid shader.
Or use a gradient or fcurve inbetween.
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
The links:
www.BinaryAlchemy.de/download/110314__baVolume_v4alpha
0.01___Softimage_2010.zip
www.BinaryAlchemy.de/download/110314__baVolume_v4alpha
0.01___Softimage_2011.zip
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
>> - (no response yet: FumeFX... so perhaps no implementation)
>>
>>
>>
>>
>
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Stefan Kubicek Co-founder
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keyvis digital imagery
1050 Vienna Wehrgasse 9 Austria
Phone: +43/699/12614231
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--confidential and for the recipient only--
Another hint:
You can mix the default particle shader and the fluid shader.
@Robert Chapman
> also can we not set density attributes per particle or build the structure
> necessary for the shader in ICE? or is it my lack of understanding and you
> need the volume cell structure already present per particle...
There are no particles. You have the fluid grid. And the fluid grid
can only be generated by a fluid simulator.
Perhaps it would be possible that you create an array of floats in ICE
and then use that instead of a fluid grid, but that's something
someone else has to figure out. Then I can support it.
@Gene Crucean:
> Does anyone know if there is any builtin way to get fluid
> data out of blender? Plugin maybe?
Forgot that format. Perhaps these cache files will also be able to
load. As I can get the specification of the file easily.
@Ben
> Those won't work if I click on them obviously.
Spaces..., need to remove them, usally I never use them.
@Robert Chapman
nope can't get it working with 4.0 either , has no effect
I guess theres another version after this that it works with ?
I will setup a sample scene.
regards,
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
> i haven't had much luck building field3d on windows
I have to implement it into my source, so I will check if there is an
issue with that. Bad that I could not use it for my shader, as I need
one big block of memory for a geometry shader.
> are singleton array's supported with the scalar_attribute shader?
> if so then we should be able to bring in any array of data into
> the render tree and pass to your fluid shader, right?
The fluid shader would need to get the data directly. Not the
scalar_attribute shader. But that would not be an issue.
If you have an ICE array of float, I could access it.
Requires some changes to define the name of the ICE float array and an
ICE attribute to get the size of the grid.
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
-Mathieu
Yes, should be working that way.
If you create an float array, per Object.
I don't know if I would have to copy the array in memory, but that is
something else (without a copy it could be a bit slower)
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
The fire simulation (baFluidCacheFileA_.mov) had a pretty big resolution.
All detail is simulated, there is no texture on the density, only on
the color.
Rendering was also slow because of the very fine detail in the color.
Last frame: 215x177x136
Render time in small HD: 01m42s on a 4x3.0Ghz
> Will it render with motion blur?
3D fluid motion blur not yet, but is on the list.
Additional to a vector render for post-blur.
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
Another note:
I think fluids are better for stuff like cigarette smoke.
Otherwise particles (moved by a fluid sim) are probably easier to texture.
> FELT
Hmm, the FELT paper shows particles which are moved by vector fields.
And in the end you render the particles. You do not render the vector field.
It is the same as emFluid did all the time. It moves particles with a
vector field.
You should be able to do that example easily in ICE. No need to cache
that artist field into a grid:
Create a fluid sim with emfluid as base. (not required, but they had it)
Add a turbulence force.
Add a directional force with falloff (based on distance to a null,
requires some simple math)
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
Hello Schoenberger
Please link address again.
I can't download.
Kang
------ Original Message ------
Date: Tuesday, Mar 15, 2011 04:10:00 AM
From: Schoenberger <X...@digidragon.de>
To: <soft...@listproc.autodesk.com>
Subject: Re: Fluid shader Alpha
Doh'
The links:
www.BinaryAlchemy.de/download/110314__baVolume_v4alpha
0.01___Softimage_2010.zip
www.BinaryAlchemy.de/download/110314__baVolume_v4alpha
0.01___Softimage_2011.zip
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
Quoting Schoenberger :
> Hi
>
> I have an alpha version of the fluid shader to play with.
> No samples, no help, not all features finished, but it renders.
>
> You can render:
> - Latest alpha of emFluid
> (more features in cooperation with Eric planed)
> - Maya .mc cache files (you need to add a geometry shader to the scene)
> - (not implemented yet: Phoenix cache files)
> - (not implemented yet: Field3D cache files)
> - (no response yet: FumeFX... so perhaps no implementation)
>
>
> How it works:
> Plug the fluid shader into a picker and the picker into density of
> the volume.
> Plug the fluid shader into the color of the volume shader if wanted.
>
> Use either fluid_value_color or fluid_value_float to get a value of
> the fluid.
> Plug these shaders directly into the fluid shader.
> Or use a gradient or fcurve inbetween.
>
>
>
> Holger Schoenberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
Hi Robert
Yep! Thanks!
Kang
------ Original Message ------
Date: Tuesday, Mar 15, 2011 10:03:14 AM
From: Robert Chapman <tekan...@gmail.com>
To: <soft...@listproc.autodesk.com>
Subject: Re: Re: Fluid shader Alpha
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Tuesday, March 15, 2011 12:09 AM
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Robert Chapman
Sent: Tuesday, March 15, 2011 12:13 AM
Good result!!
I did download and try to render.. but i can't see volume! my god....
please show your node if has anyone success~ oh please.
Kang
------ Original Message ------
Date: Tuesday, Mar 15, 2011 08:02:57 AM
From: Schoenberger <X...@digidragon.de>
To: <soft...@listproc.autodesk.com>
Subject: Re: Fluid shader Alpha
Attached an other rendering. Only density used.
Resolution was something with 200 in height, I have attached a second
picture that shows the fluid cells.
Render time 22 seconds, one light.
Another note:
I think fluids are better for stuff like cigarette smoke.
Otherwise particles (moved by a fluid sim) are probably easier to texture.
> FELT
Hmm, the FELT paper shows particles which are moved by vector fields.
And in the end you render the particles. You do not render the vector field.
It is the same as emFluid did all the time. It moves particles with a
vector field.
You should be able to do that example easily in ICE. No need to cache
that artist field into a grid:
Create a fluid sim with emfluid as base. (not required, but they had it)
Add a turbulence force.
Add a directional force with falloff (based on distance to a null,
requires some simple math)
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
Quoting Steven Caron :
> that linked paper is kinda what i am thinking, using ICE like they are using
> FELT, but in the end we are converting everything to a ICE array like they
> are converting to a voxel buffer.
>
> s
>
> On Mon, Mar 14, 2011 at 3:29 PM, Robert Chapman wrote:
>
>> @ Holger There are no particles. You have the fluid grid. And the fluid
>> grid can only be generated by a fluid simulator.
>>
>>
>> Perhaps it would be possible that you create an array of floats in ICE and
>> then use that instead of a fluid grid, but that's something someone else has
>> to figure out. Then I can support it.
>>
>>
>>
>>
>> interesting! so if we did create our array of floats we could, in theory,
>> populate it with data from ICE particles!? or 'advect' our own into
>> this...voxel buffer format? that connects to your fluid shader.
>>
>> and seeing something like this visually, it would be something perfect for
>> ICE to do no?
>>
>>
>> http://webstaff.itn.liu.se/~jonun/web/Teaching/2009-TNCG13/Siggraph08/talks/2306-abstract.pdf
>>
>> back to 2008 wishful thinking again! :D
>>
>>
>>>
>>>
>
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Byungchul Kang
Sent: Tuesday, March 15, 2011 2:58 AM
To: soft...@listproc.autodesk.com
Subject: Re:Re: Fluid shader Alpha
Attached an other rendering. Only density used.
Quoting Steven Caron <car...@gmail.com>:
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MB
> Hi
>
> I have an alpha version of the fluid shader to play with.
> No samples, no help, not all features finished, but it renders.
>
> You can render:
> - Latest alpha of emFluid
> (more features in cooperation with Eric planed)
> - Maya .mc cache files (you need to add a geometry shader to the scene)
> - (not implemented yet: Phoenix cache files)
> - (not implemented yet: Field3D cache files)
> - (no response yet: FumeFX... so perhaps no implementation)
>
>
> How it works:
> Plug the fluid shader into a picker and the picker into density of the
> volume.
> Plug the fluid shader into the color of the volume shader if wanted.
>
> Use either fluid_value_color or fluid_value_float to get a value of the
> fluid.
> Plug these shaders directly into the fluid shader.
> Or use a gradient or fcurve inbetween.
>
>
>
> Holger Schoenberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
>
>
>
--
Best Regards
Morten Bartholdy
3D/VFX Supervisor
MB