Anyone ever used this...last version of support was XSI 7.5?
--
Chris Johnson
3D Supervisor
Topix
www.topixfx.com
MAC
I'm yet to try the Binary alchemy shaders but I will. We've tried max
and Maya Fluids and our Compositor wasn't happy with the results...so
we're still in a trial stage and looking for options. They have to be
pretty art directed so I don't think a volume shader is gonna give us
the control you want. We'll give it a try though.
Any other suggestions welcome.
-T
Thanks for the suggestions.
-----Original Message-----
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Chris Johnson
Sent: 14 f�vrier 2011 12:45
To: soft...@listproc.autodesk.com
Subject: Re: Clouds - Simul software technology
> Gotta do some clouds...just starting the research phase to see what's
> out there.
>
> http://www.simul.co.uk/
>
> Anyone ever used this...last version of support was XSI 7.5?
>
>
>
>
--
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Stefan Kubicek Co-founder
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keyvis digital imagery
1050 Vienna Wehrgasse 9 Austria
Phone: +43/699/12614231
--- www.keyvis.at ste...@keyvis.at ---
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Vue is best for specific looks and types of clouds IMHO and the best
results (most realistic) was for the ones where the director allowed us to
use a lot of mist which made for very nice moody cloudscapes with
volumetric light. Be prepared for long rendertimes to get rid of or get
acceptable levels of grain/noise. We used Fusion with Revision FX
De:Noiser http://www.revisionfx.com/products/denoise/ extensively too.
We had limited succes with metaclouds - it is very hard to model a
believable thunderstorm with it. Better for little drifter clouds passing
by.
I find Ozone difficult and unstable so we used a workflow where we
exported animation via Vue Extreme, which is Vue inside Softimage, then
used Vue standalone to get the look right and render. For 1080p we had
rendertimes way beyond an hour per frame where clouds fill the frame, and
fog/mist makes for very noisy renders. ALso try and avoid flying inside or
through Vue clouds - it gets unbelievably slow, and it can be very hard to
see if you are actually inside a maybe 2% dense wisp of cloud at times,
but rendertimes soar when you do.
The upside was we had to get me a very fast machine and extra boxes for
the farm for this job :)
My 2 cents - good luck!
--
Best Regards
Morten Bartholdy
3D/VFX Supervisor
I know what your saying about the meta clouds...I'm already seeing the
limitations in "look".
Crossing my fingers on more RAM or a new box!!!!! ; )
--
-----Original Message-----
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Chris Johnson
Hmm, the funny thing is that the very first reason the volume shader was
developed was because I needed to create a sky (time-lapse movement).
Some images of the first version 0.5 of the volume shader:
http://www.binaryalchemy.de/develop/shd_vol/img_prod/Weisse_Ameisen01.jpg
http://www.binaryalchemy.de/develop/shd_vol/img_prod/Weisse_Ameisen02.jpg
http://www.binaryalchemy.de/develop/shd_vol/img/maya_Cloud_Sky.jpg
If you want to use the build in volume with an "artistic" shape, then I have
a small collection of different shapes you can create:
http://www.BinaryAlchemy.de/develop/help/2d_3d_comparison.htm
The way I made it is just by plugging a fractal piped into the volume shader
and apply the volume shader to a cube.
The making of:
http://www.binaryalchemy.de/develop/shd_vol/vid/Making_the_Sky.wmv
But as someone in the thread already said, if you want clouds until the
horizon, it could get difficult as the memory usage does increase
exponentially with distance.
As you can see in the first images, the clouds are faded out or clipped by
trees.
One trick I used was to create multiple cubes.
So I could just place them where you see sky.
And if the camera rotates, only the cubes that are seen use memory.
And at last I used different cell settings and details the farther away.
Last but not least:
If you really want to define the shape of the clouds, then the best solution
would be to model the rough shape with polygons.
Then use the BA_mesh_distance shader.
I cannot show you my last project, but there I have made an inner building
with columns (imagine the inner view of a church or throne room)
The attached is not the best example, but this one has a polygonal shape.
But it is a good example for an artistic look.
Holger Schönberger
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 Chris Johnson
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Friday, February 18, 2011 12:58 AM
To: soft...@listproc.autodesk.com
Subject: Re: Clouds - Simul software technology
Adam
Seeley Senior Animator, Commercials, UK T: +44 (0)20 7565 1000 E: adam....@primefocusworld.com@primefocusworld.com www.primefocusworld.com |
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Friday, February 18, 2011 9:32 PM
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Vincent Fortin
Sent: Saturday, February 19, 2011 6:10 AM
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Saturday, February 19, 2011 6:42 AM
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Saturday, February 19, 2011 1:55 AM
> the addition of a voxel framework in it would potentially blow the competition awayThe volume shader is a kind of voxel shader.
The issue is not the shader, the issue is how to texture it. How to apply the right noise.It is not easy/possible to create simple presets (there are two in the particle_shaper),as the overall look changes with the particle sim (particles large<>small, many<>less, movement)
And a better memory manegement for finer detail (at the cost of render speed, will be implemented in v4.0 in half a year).
I think I have to create some examples right now...I will not model clouds with polygons (which would be way easier) as most of you do not have the BA_meshdistance shader.I will try to model some clouds with particles.
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Saturday, February 19, 2011 8:38 PM
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Saturday, February 19, 2011 11:15 PM
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Saturday, February 19, 2011 6:42 AM
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Sunday, February 20, 2011 1:12 AM
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Vincent Fortin
Sent: Sunday, February 20, 2011 4:18 AM
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of peter boeykens
Sent: Wednesday, February 23, 2011 9:15 AM
-- _________________________________________________ Len Krenzler - Creative Control Media Productions Phone: 780.463.3126 www.creativecontrol.ca - l...@creativecontrol.ca
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Len Krenzler
Sent: Monday, February 28, 2011 6:47 PM
four nodes:
particle_density (A), fractal_scalar(B), scalar_basic ( C) , particle_volume
(D).
particle_density's density output goes to the first input on the
scalar_basic
fractal_scalar's output goes to the second input on the scalar_basic.
scalar_basic goes to the (density) input on the volume_shader.
set the basic to subtract.
like that, the density of the particles gets "cut out" with the fractal
before it goes into the volume.
plenty of variations possible.
You can add, subtract, mix, you can daisy chain or blend several inputs,
you can put fractals into fractals into fractals before using them,...
you can do a separate tree for the color and for the density and for the
ambient of the volume -
the possibilities are endless.
From: Len Krenzler
Sent: Monday, February 28, 2011 6:46 PM
To: soft...@listproc.autodesk.com
Subject: Re: Clouds - Simul software technology
hey holger,
steven
s
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
thanks holger
s
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
steven
hmmf... image got blocked...
steven
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: Friday, February 18, 2011 9:32 PM
To: soft...@listproc.autodesk.com
Subject: Re: Clouds - Simul software technology
i am trying to keep the particle fully solid for a certain range from inside
to outside, then right at the edge shift to using some fractal or cell. i
will try and send an illustration...
s
On Fri, Feb 18, 2011 at 1:39 AM, Schoenberger <X...@digidragon.de> wrote:
>is this page in the softimage documentation? cause that helps a lot in
>visualizing.
I am not sure, they wanted to implement everything...
The density of a particle has always a falloff from center to the edge. If
you do not have one, then the global density in the volume shader is perhaps
very high.
You can only control the falloff itself with the switch linear or cubic
falloff.
And then apply the fractal/cell into the density shape input of the particle
shader.
There are some images in the help above with the cell shader (bottom),
anything in it you want to achieve?
Holger Sch�nberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
To: soft...@listproc.autodesk.com
http://www.binaryalchemy.de/develop/help/2d_3d_comparison.htm
s
Hi
Holger Sch�nberger
uld change the noise, perhaps increase the recursion of the turbulence.
At last, your volume is very dense, your particles does not seem to have any
falloff.
I would reduce the density in the volume shader.
(you have not changes the falloff in the particle_density, have you?)
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Robert Chapman
Sent: Tuesday, March 08, 2011 4:55 AM