http://lesterbanks.com/2011/01/maya-2011-the-basics-of-the-3d-fluid-container/
is a good start for Maya Fluids, http://lesterbanks.com/ in general.
The above takes you through the first steps and might also give
you a workflow hint or two about how to approach the endless
amounts of roll-outs found in Mayas tools (invented by Duncan Brinsmead).
Personally, I found the above tutorial doesn�t lead to understanding
much but a more or less fearless trial&error approach.
If you can choose, I�d suggest you might as well start with fumeFX.
It�s years that I�ve used it myself but I can see why people
fame it for it�s great and easy workflow, especially it�s shading.
Additional use of Thinking particles might be desired, I can�t
comment on the combo.
Cheers
tim
> Holger Sch�nberger
christian keller visual effects|direction +49 0179 69 36 248 chr...@gmx.de
http://www.thegnomonworkshop.com/store/product/898/Introduction-to-Maya-Fluid-Effects
The results look nice for Maya fluids. I wonder how he does it.
Might be worth to check out how much you could get out of:
http://www.thegnomonworkshop.com/subscription/
Another really great source of samples of FX, smoke, debris, .etc
comes from a blur studios guy, I can�t find the page unfortunately
but maybe Steve Caron could help out with some info on this?
Cheers
tim
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of christian keller
Sent: Monday, March 07, 2011 5:09 PM
To: soft...@listproc.autodesk.com
Subject: Re: Fluid shading research
my very basic 2 pence worth.....
I've dipped a toe into Fume, i think compared to maya it's much faster to simulate possibly because there isn't anywhere near as much to tweak as in maya, which is good for me as there's less sliders which means quicker results - generally, although i imagine i could get frustrated with a lack of controls in the long run. One bugbear that i've always stumbled across is voxels being clearly visible when trying to do refined flames. Ideally i want the edge of the flame to be crisp(ish) but this gets softened when trying to hide those edgy voxels.
this is an example of the sort of stuff i've been up to
http://dl.dropbox.com/u/11492490/ZIpTesting_J.mov
A.
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of christian keller
Sent: Monday, March 07, 2011 5:18 PM
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Dan Yargici
Sent: Monday, March 07, 2011 5:26 PM
Holger Schönberger
I might also look into http://opensource.imageworks.com/?p=field3d
On Mon, Mar 7, 2011 at 7:43 AM, Schoenberger <X...@digidragon.de> wrote:HiI am doing some research for fluid shading.I know three widely used fluid systems regarding fluid shading (missing one?):- Maya- Houdini- FumeFxI have to learn all of them, but in the meantime I want to ask if some of you have used them (or know someone who has used them).I am looking for some features that you think are essential for fluid shading, features you need/would like to have.You can also send me some examples (off list if you prefer).What could help a lot is if you can send me a cache file of a fluid sim you have done (in one of the above apps or others), together with a rendered image and a description what shader features you have used. And then I would have to try to re-create the look.Just spread your ideas, everything is welcome, cause once the outlines for the shader are started, it is hard to change them.Let the brainstorming begin, thanks,Holger Schönberger
Binary Alchemy - digital materialization
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Monday, March 07, 2011 8:01 PM
-----Original Message-----
From: Eric Turman
Sent: Mar 7, 2011 2:42 PM
To: soft...@listproc.autodesk.com
thanks for sharing that link, Brandon Riza was indeed whom I meant!
http://www.brandonriza.com/3DVisualEffects/HTML/3DVisualEffects.htm
Cheers
tim
P.S: Have fun with your new job!
>>>> Holger Sch�nberger
great source/info, jason.
cheers
tim
>>> Holger Sch�nberger
>>> technical director
>>> The day has 24 hours, if that does not suffice, I will take the night
>>>
>>>
>>>
>>>
>>>
>>> ------------------------------
>>> *From:* softimag...@listproc.autodesk.com [mailto:
>>> softimag...@listproc.autodesk.com] *On Behalf Of *Steven Caron
>>> *Sent:* Monday, March 07, 2011 8:01 PM
>>>
>>> *To:* soft...@listproc.autodesk.com
>>> *Subject:* Re: Fluid shading research
>>>>> Holger Sch�nberger
>>>>> Binary Alchemy - digital materialization
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> [Gene Crucean] - [VFX& CG Supervisor/Generalist]
But it seems that they only map a value (temperature, density) via a
gradient to a color.
If you simulatre UVW texture coordinates, you can apply a texture.
Seems to be all...
So that would be what I will do. But split into small nodes that you have
full control.
[Get Value (temperature)] -> [XSI gradient] -> [color input of fluid
shader] -> [volume]
[Get Value (density)] -> [XSI gradient] -> [density input of fluid shader]
-> [volume]
Holger Sch�nberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
|> -----Original Message-----
|> From: softimag...@listproc.autodesk.com
|> [mailto:softimag...@listproc.autodesk.com] On Behalf
|> Of Tim Leydecker
|> Sent: Tuesday, March 08, 2011 11:08 AM
|> To: soft...@listproc.autodesk.com
|> Subject: Re: Fluid shading research
|>
/MB
> Hmm, after looking into Fume, Houdini, Phoenix and Maya, it alls seems
> those
> shaders are pretty simply.
> Thought that there could be a bit more "magic".
> Way more easily than a particle shader.
>
>
> But it seems that they only map a value (temperature, density) via a
> gradient to a color.
> If you simulatre UVW texture coordinates, you can apply a texture.
> Seems to be all...
>
> So that would be what I will do. But split into small nodes that you have
> full control.
> [Get Value (temperature)] -> [XSI gradient] -> [color input of fluid
> shader] -> [volume]
> [Get Value (density)] -> [XSI gradient] -> [density input of fluid
> shader]
> -> [volume]
>
>
>
> Holger Schönberger
> |> >>>> Let the brainstorming begin, thanks, Holger Schönberger Binary
> |> >>>> Alchemy - digital materialization
> |> >>>>
> |> >>>>
> |> >>>
> |> >
>
>
>
--
Best Regards
Morten Bartholdy
3D/VFX Supervisor
Holger Sch�nberger
|> > Holger Sch�nberger
|> > |> >>>> Let the brainstorming begin, thanks, Holger Sch�nberger
Hmm, after looking into Fume, Houdini, Phoenix and Maya, it alls seems those
shaders are pretty simply.
Thought that there could be a bit more "magic".
Way more easily than a particle shader.
But it seems that they only map a value (temperature, density) via a
gradient to a color.
If you simulatre UVW texture coordinates, you can apply a texture.
Seems to be all...
So that would be what I will do. But split into small nodes that you have
full control.
[Get Value (temperature)] -> [XSI gradient] -> [color input of fluid
shader] -> [volume]
[Get Value (density)] -> [XSI gradient] -> [density input of fluid shader]
-> [volume]
Holger Schönberger
|> >>>> Let the brainstorming begin, thanks, Holger Schönberger Binary
|> >>>> Alchemy - digital materialization
|> >>>>
|> >>>>
|> >>>
|> >
Rob \/-------------\/----------------\/
-----
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1204 / Virus Database: 1497/3495 - Release Date: 03/09/11
Getting the data into the render tree is the complex thing as you have to
write a geometry shader.
(But I was able to copy my particle cache loader and had "surprisingly" the
same data format as emFluid4).
But to be true, if I would have thought that it is that easy I would have
started earlier.
No problems, just working straight away.
Took me one,two days to get fluids rendered in Softimage.
Now one-two days to optimize it (that is the harder stuff) and do the UI
stuff.
And then I try to get at least something magic into the shader.
Hmm, perhaps I will release a first version today without any magic.
@Robert
|> I'd like to ask about Light absorbtion / Emmission & Scattering, would
there be
|> setting for number of bounces - is that the right terminology for
Scattering?
The volume shader is the same. (That's also why it did not took that long)
The fluid shader is just a replacement for the particle_density shader.
More than one bounce is usally not visible in a cloud.
Improvements to the volume shader will take months.
|> also would we have an ability to precompute density,
|> temperature and illumination info to a cache to be read by the shader?
The shader can read cache files.
For now Maya and an own format (C++ SDK on request, if someone likes to
create pythin script, would be nice, it is just a float array, written with
gzip compression)
Holger Sch�nberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
|> -----Original Message-----
|> From: softimag...@listproc.autodesk.com
|> [mailto:softimag...@listproc.autodesk.com] On Behalf
|> Of Piotrek Marczak
|> Sent: Thursday, March 10, 2011 12:03 PM
|> To: soft...@listproc.autodesk.com
|> Subject: Re: Fluid shading research
|>
|> >> Holger Sch�nberger
|> Sch�nberger Binary
|> >> |> >>>> Alchemy - digital materialization
|> >> |> >>>>
|> >> |> >>>>
|> >> |> >>>
|> >> |> >
|> >>
|> >>
|> >>
|> >
|>
http://vimeo.com/19315395
or any blur cinematics
W dniu 2011-03-10 12:23, Schoenberger pisze:
> @Piotrek
> |> Yes this is so simple that we have tons of those shaders
> |> available for softimage ;
> :-)
>
> Getting the data into the render tree is the complex thing as you have to
> write a geometry shader.
> (But I was able to copy my particle cache loader and had "surprisingly" the
> same data format as emFluid4).
> But to be true, if I would have thought that it is that easy I would have
> started earlier.
> No problems, just working straight away.
> Took me one,two days to get fluids rendered in Softimage.
> Now one-two days to optimize it (that is the harder stuff) and do the UI
> stuff.
> And then I try to get at least something magic into the shader.
> Hmm, perhaps I will release a first version today without any magic.
>
>
> @Robert
> |> I'd like to ask about Light absorbtion / Emmission& Scattering, would
S.
Mmm not so sure I agree - trying to do smoke and dust right now - and the rendering/shading side is pretty tricky to get right!!!
S.
On 3/10/2011 1:38 PM, Schoenberger wrote:
|> All I dream of is fumefx quality and fair price :)
As I said, the most work/magic is done in the fluid simulator, not the
shader.
At first, no price at all for the alpha (some months).
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
Served!
Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 850 0829
adria...@fluid-pictures.com
www.fluid-pictures.com
Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71
From:
softimag...@listproc.autodesk.com
[mailto:softimag...@listproc.autodesk.com] On Behalf Of jason slabber
Sent: 10 March 2011 12:54
To:
soft...@listproc.autodesk.com
Subject: Re: Fluid shading
research
thats because you supposed to be rigging!
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night