Here is a video of a plugin I started working on for Softimage. I’m integrating KrakatoaSR as a renderer into Softimage:
Please excuse the programmer art. I don’t actually know how to make anything look good with Krakatoa yet.
Features So Far:
- Integrated as a renderer plug-in using KrakatoaSR’s C++ API
- Works with ICE driven point clouds
- All Krakatoa supported channels are mapped and pulled from ice if they exist (Emission, Absorption, etc)
- All parameters in KrakatoaSR exposed in the renderer options
- Region render support
- Scene lights can be restricted with a group
- Occlusion mesh support (also through a group)
- Multi-channel EXR output supported.
Now for a real question. While integrating the ICE channel support I noticed that even if I put a Set Data for an attribute like PointNormal, ICE will still optimize it away unless it is being directly used for display or simulation. This seems a tad overly aggressive. My current work around is to drop a log values before the set data and turn off the logging which forces the channel into existence. Please tell there is some other easier way to force a channel to not be optimized away? Or some way from C++ to force the evaluation of the ICEAttribute. I have to imagine other renderers would have similar problems with channels that aren’t needed for viewport display or simulation but are needed for rendering.
Thanks,
-James
This seems a tad overly aggressive.
Besides all that, your plugin looks great man!!!�
Never used krakatoa myself, but I've seen what it can do. How does it compare to exocortex's fury?
On 22 March 2013 14:21, Rob Chapman <tekan...@gmail.com> wrote:
you can add the attribute as a custom attribute display >Property> attribute display (even switch off viewing of this data in viewport) but this will always keep your attributes intact. pain in the ass , but is the only way currently a gaurantee.
On 22 March 2013 15:08, James Vecore <jve...@hellopluto.com> wrote:
Here is a video of a plugin I started working on for Softimage. I�m integrating KrakatoaSR as a renderer into Softimage:
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Please excuse the programmer art. I don�t actually know how to make anything look good with Krakatoa yet.
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Features So Far:
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-������������� Works with ICE driven point clouds
-������������� All Krakatoa supported channels are mapped and pulled from ice if they exist (Emission, Absorption, etc)
-������������� All parameters in KrakatoaSR exposed in the renderer options
-������������� Region render support
-������������� Scene lights can be restricted with a group
-������������� Occlusion mesh support (also through a group)
-������������� Multi-channel EXR output supported.
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Now for a real question. While integrating the ICE channel support I noticed that even if I put a Set Data for an attribute like PointNormal, ICE will still optimize it away unless it is being directly used for display or simulation. This seems a tad overly aggressive. My current work around is to drop a log values before the set data and turn off the logging which forces the channel into existence. Please tell there is some other easier way to force a channel to not be optimized away? Or some way from C++ to force the evaluation of the ICEAttribute. I have to imagine other renderers would have similar problems with channels that aren�t needed for viewport display or simulation but are needed for rendering.
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Thanks,
�
-James
Maybe some variation of Get Distance to Neighbors or Get Neighboring Particles - you can then factor that distance into the particle size
jeff
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com]
On Behalf Of olivier jeannel
Sent: Friday, March 22, 2013 2:45 PM
To: soft...@listproc.autodesk.com
Subject: Dart throw, kind of emit by density ?
Hi guys,
I'm doing this as an exercise while the machine is rendering...
I'm looking for a way to "naturaly" emit by density,
ie Where particle are small, there are a large number of them, where they are bigger there are less.
Joining a picture to be clear.
I've tried to control emission with Filter by weightmap, and a little bit of Relax Particle it's "ok" solution. but there are still overlapping.
I haven't tried the DartThrow addon (don't want to install addon while rendering in the background) (plus I think it's more a "random" thrower).
When dealing with a cloud manipulating itself the same thing to do is to separate sampling and acting on result.
Flag particles with a custom attribute as to delete or not in one pass, and either clone to another cloud with the attribute plugged in the enable port, or purge in the post simulation entry point of the stack with another graph.
A lot easier to tweak and debug too.