congratulations to you and the team - polynoid never ceases to amaze me!
So brilliant...
Cheers!
Thomas
On 24 May 2011 08:41, Amaan Akram <xsi...@warpedspace.org> wrote:
> absolutely amazing. I am full of envy :)
>
> On 24 May 2011 01:10, Craig Vrankovich <kiwim...@gmail.com> wrote:
>>
>> This would have to be the best animated short i have ever watched. Crank
>> up the headphones. Well done guys.
>>
>> From: Nic Groot Bluemink
>> Sent: Tuesday, May 24, 2011 8:32 AM
>> To: soft...@listproc.autodesk.com
>> Subject: Re: polynoid Loom online
>>
>> Whoa there. This is just unreal. Well done guys.
>>
>> -Nic
>>
>> On Mon, May 23, 2011 at 11:20 PM, Eric Thivierge <ethiv...@gmail.com>
>> wrote:
>>>
>>> Holy crap! That is amazing work!
>>>
>>> --------------------------------------------
>>> Eric Thivierge
>>> Technical Director
>>> http://www.ethivierge.com
>>>
>>>
>>> 2011/5/23 Paulo C�sar Duarte <pauloc...@gmail.com>
is it possible to exchange particle cache data between Blender and Softimage?
I�m playing with Blender�s Smoke effect and wonder if it would be possible
to transfer the underlying particle motion over to Softimage (ICE)?
That would be nice.
Cheers
tim
P.S: The blender voxel smoke is really nice. Even if navigating through Blender
takes away a solid amount of the speed gained from not using Maya fluid effects :-)
________________________________
Hi all,
Cheers,
Ilija
--
Ilija Brunck
+49-177-3402874
il...@polynoid.org
www.polynoid.org <http://www.polynoid.org/>
www.monophyl.com <http://www.monophyl.com/>
Bravo, excellent work all round.
cheers,
Andi.
From: softimag...@listproc.autodesk.com
[mailto:softimag...@listproc.autodesk.com] On Behalf Of Ilija
Brunck
Sent: 23 May 2011 23:03
To: soft...@listproc.autodesk.com
Subject: polynoid Loom online
Hi all,
blender seems to use particles, at least to some extend in terms
of emission, i haven�t fully grasped it yet, am just playing with
it since this morning but am really liking the wavelet/fft detail
and the ogl display. captured that first and was happy already...
your particle stuff is great, btw:
like that alot, cool what you�ve done there, it looks lovely&detailed!
cheers
tim
hey Ciaran,
blender seems to use particles, at least to some extend in terms
of emission, i haven愒 fully grasped it yet, am just playing with
it since this morning but am really liking the wavelet/fft detail
and the ogl display. captured that first and was happy already...
your particle stuff is great, btw:
http://vimeo.com/17545128
like that alot, cool what you扉e done there, it looks lovely&detailed!
cheers
tim
On 24.05.2011 11:43, Ciaran Moloney wrote:
Having never used Blender, I could be talking nonsense, but if you say that
it's voxel based smoke then there probably aren't any underlying particles.
Parhaps you could advect some particels throught the fluid in Blender and
export as Realflow .bin to bring them into Soft.
If you want to render the fluids directly in Soft, Holger is working on a
fluid volume shader that will support many formats, perhaps including
whatever blender uses....
Ciaran
On Tue, May 24, 2011 at 9:37 AM, Tim Leydecker<baue...@gmx.de> wrote:
Hi guys,
is it possible to exchange particle cache data between Blender and
Softimage?
I惴 playing with Blender愀 Smoke effect and wonder if it would be possible
blender seems to use particles, at least to some extend in terms
of emission, i haven愒 fully grasped it yet, am just playing with
it since this morning but am really liking the wavelet/fft detail
and the ogl display. captured that first and was happy already...
your particle stuff is great, btw:
http://vimeo.com/17545128
________________________
http://www.novaimago.biz
I had the honor of hanging out with Ilija and his colleague Jan during the 2011 VES awards when they won for best Student Film, and I was standing behind them when Christopher Nolan congratulated them on their amazing work. The room was so silent when they played their film, and as soon as it was done the room erupted into applause.
Great job to the guys and gals from Polynoid, you deserve all the recognition that your beautiful project has brought you and more.
Cheers -
Jen Goldfinch
-----Original Message-----
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Fabricio Chamon
Sent: Tuesday, May 24, 2011 9:09 AM
To: soft...@listproc.autodesk.com
Subject: Re: polynoid Loom online
thanks for the insights. Day 2 in Blender, can´t say i like the
GUI glitches, handling and responsiveness on my machine much.
i don´t want to bash blender, it just feels convoluted and "special"
until one knows all the shortcuts and "alternative" approaches to
viewport and interface organization.
i´ve also bad luck with my system (quadro card?) not really being
responsive when trying to hit stop or simply work with a scene.
this takes away a lot of the happiness about the smoke bit.
haven´t grasped all of it but the system is definitely a runners up
to the maya dynamics implementation, in terms of how perfectly
convoluted it is to get OGL display and renderoutput aligned
or even to show up a dynamic effect at all by first having
to specify which property to map to output (i´m talking mostly maya).
seems regardless of the implementation, e.g. the dynamic code,
"simply" putting that directly on screen/render hasn´t been
thought about?
Sort of as with ICE particles, you tweak an effect in the viewport,
are happy, then hit render and get a fistful of frustration in
your face because you still have to make it render nicely,
using voodoo mostly, setting density 0 here but upping the density there...
makes total sense and none at all unless you´re lucky.
voxels and volume shaders aren´t the end of the line, i hope...
Besides that, i´d like the dynamics behaviour bit, might look back into emfluid
to get that behaviour on particles and adaptive bboxes for voxels.
blender get´s as slow with large "domains" just as the competition
but clouds and mist are huge effects, unfortunately...
Cheers
tim
best,
octav
--
visual | stuff
www.okto.ro
Blender fluid caches are working since some time, but I have not
compiled a new version. I wanted to implement phoenix, which I was not
able to (for now, pretty complex format). And then RR took over again,
but I will be back on the shaders in a week.
Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
Thanks for the heads up. By Blender Fluid caches, do you refer to the *.bphys format?
That would be nice. I嚙練 looking forward to your volume shader!
The Blender smoke implementation is pretty cool due to the
FFT/Wavelet Smoke High Resolution calculations, btw.
Gives awesome, convincing details.
Maybe you find a minute to have a look at the featureset. Be prepared to run
into a few Bugs in 2.47b, thought. Off the top of my head, what I ran into:
*The Fluid Volume Object (Domain Object, in Blender terms) renders solid into all channels
but the Combined Pass (e.g. occluding the alpha, shadow, depthbuffer, .etc) this really
doesn嚙緣 help in rendering out layers...
*The Fluid Volume Object ignores Rotation
*Collada import is broken, as far as keys are created but all with the value of the first frame.
*The Maya keyboard preset has to be manually loaded via the UserPreferences
*Simultaneously rendering with two Blender instances on the same machine may result in the first
instance starting to write out black frames. Have to investigate this more, just happened today.
More specific to the Volume/Volume Texture in Blender:
*Be brave an try intensity values of 1024 on either Density or Texture>Intensity
*I liked the tips from this guy: http://www.blenderguru.com/introduction-to-smoke-simulation/
While you嚙緝e at it, maybe you嚙締l have fun playing with the various smoke volume settings
for inspiration. After doing so the whole day, I take back some of my grunts about the
Maya Volume shader implementation. I didn嚙緣 realize how much one can get out of a voxel
box by carefully mapping values. I wouldn嚙緣 mind a perfect out of the box solution, thought.
Cheers and Thanks for all your great shaders, I嚙締l take the time to log a few bugs
for Blender tomorrow, still can嚙緣 believe how nice the FFT/Wavelet stuff is.
I wonder when nVidia will bring their Physics stuff into mR. One can still hope :-)
tim
On 27.05.2011 21:30, Schoenberger wrote:
>> If you want to render the fluids directly in Soft, Holger is working on a
>> fluid volume shader that will support many formats
>
> Blender fluid caches are working since some time, but I have not compiled a new version. I wanted to implement phoenix, which I was not able to (for now, pretty complex format).
> And then RR took over again, but I will be back on the shaders in a week.
>
>
> Holger Schoenberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
>
> Quoting Ciaran Moloney <moloney...@gmail.com>:
>
>> Having never used Blender, I could be talking nonsense, but if you say that
>> it's voxel based smoke then there probably aren't any underlying particles.
>> Parhaps you could advect some particels throught the fluid in Blender and
>> export as Realflow .bin to bring them into Soft.
>>
>> If you want to render the fluids directly in Soft, Holger is working on a
>> fluid volume shader that will support many formats, perhaps including
>> whatever blender uses....
>>
>> Ciaran
>>
>> On Tue, May 24, 2011 at 9:37 AM, Tim Leydecker <baue...@gmx.de> wrote:
>>
>>> Hi guys,
>>>
>>>
>>> is it possible to exchange particle cache data between Blender and
>>> Softimage?
>>>
>>> I嚙練 playing with Blender嚙編 Smoke effect and wonder if it would be possible
Ok, I'm back from one week no-computer-work :-)-
Yes, it is the bphys format.
Only issue right now is that I am not allowed to use the source in my shader
as the shader is not open-source.
So solutions are 1. hope that they will not complain, 2. you have to convert
the files first with a tool I provide.
High res/Wavelet should be working, but then you have density only and no
more other values for rendering like temperature. There will be a workaround
with two fluid shaders for that.
Holger Sch嚙緯berger
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
2011.5 here
Doesn't solve the issue. We've got all our machines here running sp1 and the hotfix and still have it pop up. Seems like going to 2012 is the only sure way of putting an end to this thing?
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: May-30-11 2:52 PM
To: soft...@listproc.autodesk.com
Ya I know 2012 isn't a magical fix. Luckily only one or two simple shaders are getting dc'd so moving assets over to 2012 isn't very hard. Hopefully once the scene is all patched up it wont happen again in 2012? :-)
Ya I get that it wont reconnect your shaders for you. But if I fix the corrupted shaders, save the scene with no errors and then reload it in 2012 with everything seemingly fine then 2012 shouldn't reintroduce the issue correct? There seems to be a little confusion about whether a scene, even after being manually cleaned up, can still be corrupted even in 2012.
I was under the impression that the bug itself was a corruption that occured upon saving the scene but the result of that bug could be cleaned up manually if it wasn't too widespread... I may be wrong on that point then. I was given that script to scrub all the materials and what not so I'll run that if I have to.
Simon
The script I gaved you wont redo already corrupted shaders since the connection is already broken… You need to redo them manually.
It mostly helps when you see warnings at the saving time so it will export them, re-import them, reapply them, and then helps you saving a cleaner scene. It just reconstruct shaders before the shit hits the fan before saving a newly corrupted scene.
And so far, afterwards, the scenes we have just keep on going well!
So use it when you see Warnings on particular shaders at saving time.Then re-save…
We now have script editors in our layouts so we can monitor this….. like paranoids….we look at it each time we save…
Sorry I wasn’t clear enough…
sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor and lead compositor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://WWW.SHEDMTL.COM>
prenez note que mon nouveau courriel est le: s...@shedmtl.com
Right, it won't re-corrupt in 2012, and also in 2011sp2
----- No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1375 / Virus Database: 1509/3670 - Release Date: 05/30/11
Hope you enjoyed your holidays.
Logging a few bugs to blender.org now, am still fiddling with
blender�s approach to calculating fluid dynamics/smoke volume.
--
One thing that is hard to hide is the popping in of volume smoke on
each�s particle birth, unless the initial density is set close to 0.001,
but it�s hard to then still nicely build up to a convincing density
in without fiddling in thresholds, particle amounts, .etc.
A fade in at birth would be wrong but still more pleasing, visually...
--
There�s two different areas of interest that make blender�s
implementation interesting - for me, personally - currently:
*The calculation&rendering of the FFT/wavelet noise method,
because it gives detailed looking results
*The general options for generating convincing smoke/fluid dynamics motion
But to be honest, I�d prefer to concentrate on using Eric Mootz�s ICE emfluid solver
alongside your volume shader, especially as this will most likely result in the
option to render natively in Softimage, using mentalray/arnold, if not even
also having the option to render an ICEcache using your shader in Maya.
In short, get that lovely convincing motion from emfluid, render in XSI/Maya
using your elaborate shader and still have the option to ICE things for tweaking
or drag&drop placement using caches, pointclouds and particle SRTs on top.
An simple ICE vortex field effect itself might allready give some really nice alternatives.
Cheers
tim
On 30.05.2011 14:16, Schoenberger wrote:
> Hi
>
> Ok, I'm back from one week no-computer-work :-)-
> Yes, it is the bphys format.
> Only issue right now is that I am not allowed to use the source in my shader
> as the shader is not open-source.
> So solutions are 1. hope that they will not complain, 2. you have to convert
> the files first with a tool I provide.
>
> High res/Wavelet should be working, but then you have density only and no
> more other values for rendering like temperature. There will be a workaround
> with two fluid shaders for that.
>
>
>
> 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: Friday, May 27, 2011 10:28 PM
> |> To: soft...@listproc.autodesk.com
> |> Subject: Re: Blender smoke cache to Softimage?
> |>
> |> Hi Holger,
> |>
> |> Thanks for the heads up. By Blender Fluid caches, do you
> |> refer to the *.bphys format?
> |>
> |> That would be nice. I�m looking forward to your volume shader!
> |>
> |> The Blender smoke implementation is pretty cool due to the
> |> FFT/Wavelet Smoke High Resolution calculations, btw.
> |>
> |> Gives awesome, convincing details.
> |>
> |> Maybe you find a minute to have a look at the featureset.
> |> Be prepared to run into a few Bugs in 2.47b, thought. Off
> |> the top of my head, what I ran into:
> |>
> |> *The Fluid Volume Object (Domain Object, in Blender terms)
> |> renders solid into all channels
> |> but the Combined Pass (e.g. occluding the alpha, shadow,
> |> depthbuffer, .etc) this really
> |> doesn�t help in rendering out layers...
> |> *The Fluid Volume Object ignores Rotation *Collada import
> |> is broken, as far as keys are created but all with the
> |> value of the first frame.
> |> *The Maya keyboard preset has to be manually loaded via the
> |> UserPreferences *Simultaneously rendering with two Blender
> |> instances on the same machine may result in the first
> |> instance starting to write out black frames. Have to
> |> investigate this more, just happened today.
> |>
> |> More specific to the Volume/Volume Texture in Blender:
> |>
> |> *Be brave an try intensity values of 1024 on either Density
> |> or Texture>Intensity *I liked the tips from this guy:
> |> http://www.blenderguru.com/introduction-to-smoke-simulation/
> |>
> |> While you�re at it, maybe you�ll have fun playing with the
> |> various smoke volume settings for inspiration. After doing
> |> so the whole day, I take back some of my grunts about the
> |> Maya Volume shader implementation. I didn�t realize how
> |> much one can get out of a voxel box by carefully mapping
> |> values. I wouldn�t mind a perfect out of the box solution, thought.
> |>
> |> Cheers and Thanks for all your great shaders, I�ll take the
> |> time to log a few bugs for Blender tomorrow, still can�t
> |> >>> I�m playing with Blender�s Smoke effect and wonder if