Search found 87 matches
- 05 Apr 2011, 17:44
- Forum: Announcements
- Topic: emFluid4 released
- Replies: 58
- Views: 10475
Re: emFluid4 released
Also, if you want to to something like a tornado, the best workflow would be to emit fluid from particles. The particles would be simulated in a regular ICE way. You can then emit data from them for emFluid to simulate with e.g. veclocity, density etc. This is a pretty standard way to do stuff becau...
- 05 Apr 2011, 17:36
- Forum: Announcements
- Topic: emFluid4 released
- Replies: 58
- Views: 10475
Re: emFluid4 released
Well, that would be where the emFluid emit data from SRT or emit data from points nodes would be useful e.g. emit velocity would be something liek adding local forces. What you could also do since we have access the arrays of cell data, is to make another pointcloud from those positions, do somethin...
- 05 Apr 2011, 15:18
- Forum: Announcements
- Topic: emFluid4 released
- Replies: 58
- Views: 10475
Re: emFluid4 released
hmm. I can see that cell size affects quality. So it works similiar to fumefx. But what about particles? Are they only for display purposes? 4 particles won't make same image as 4000 right? Particles passing thru those cells sets some data on them? What would be the best workflow for this shader, g...
- 13 Mar 2011, 15:46
- Forum: Simulation
- Topic: Cache points after polygonizer
- Replies: 7
- Views: 2013
Re: Cache points after polygonizer
You could try exporting .obj sequences from Softimage and importing into Max.
- 13 Mar 2011, 13:08
- Forum: Simulation
- Topic: Cache points after polygonizer
- Replies: 7
- Views: 2013
Re: Cache points after polygonizer
You can cache to either of those formats after you apply the fluid shaper - just use the reular cache manager or cache on file node. But if your polygonizer mesh is changing over time, then it won't work, since I don't think either of those formats supports changing topology. The workflow you have n...
- 22 Feb 2011, 10:10
- Forum: WIP
- Topic: 3delight tests
- Replies: 176
- Views: 87155
Re: 3delight tests
Nice bison!
- 21 Feb 2011, 22:23
- Forum: Rendering
- Topic: Fire in 3Delight...
- Replies: 13
- Views: 2260
Re: Fire in 3Delight...
No problem. I can share a shader pretty soon.
- 21 Feb 2011, 18:41
- Forum: Rendering
- Topic: Fire in 3Delight...
- Replies: 13
- Views: 2260
Re: Fire in 3Delight...
It would be interesting to try something along line of Em Render Point Cloud, using 'lightweight' particles and non-volume shaders (lambert or constant,) on point-particles... [media]https://vimeo.com/17545128[/media] You'll have trouble using a lambert or something like that. The RiPoint primitive...
- 20 Feb 2011, 18:53
- Forum: Rendering
- Topic: 3Delight shadows
- Replies: 1
- Views: 914
Re: 3Delight shadows
Can you share an example image.
I know it's no help, but shadows render fine here and look nice and smooth using the steps you describe.
What are your anti-aliasing samples and filter?
I'd never go over 1024 for the shadow map most of the time.
I know it's no help, but shadows render fine here and look nice and smooth using the steps you describe.
What are your anti-aliasing samples and filter?
I'd never go over 1024 for the shadow map most of the time.
- 03 Jan 2011, 15:51
- Forum: Announcements
- Topic: emFluid4 released
- Replies: 58
- Views: 10475
Re: Sneak Peek: emFluid4
Not to derail the thred any further, but it is true...Autodesk touts ICE as the best feature, but who in the world is going to switch over to using it, if you can't get a nice looking end result. That might be true if ICE were only about fluid sims. I use fluid sims with ICE too, but probably less ...
- 12 Dec 2010, 21:14
- Forum: ICE
- Topic: Lagoa simulation speed...
- Replies: 6
- Views: 1671
Re: Lagoa simulation speed...
Have you tried multiplying all forces by the number of Lagoa simulation sub-steps?
- 13 Oct 2010, 15:14
- Forum: News
- Topic: SlipstreamVX: An unbounded realtime smoke simulator/renderer
- Replies: 7
- Views: 2864
Re: SlipstreamVX: An unbounded realtime smoke simulator/renderer
Looks very cool but also of note it is limited to MR only. Slipstream isn't limited to MR (where did you see that?), since it's just a particle simulator - you can render your points with whatever you like. Although, it does have it's own GPU rendering solution which is very fast at rendering silly...
- 10 Sep 2010, 14:51
- Forum: Open Discussion
- Topic: FumeFX plugin for mental Ray
- Replies: 5
- Views: 2108
Re: FumeFX plugin for mental Ray
AFAIK, they have been developing a library for stand alone rendering of FumeFX data. So, that means you could render in XSI/mentalray/whatever, as long as you have an importer/shader that reads the data. You'd still have to sim in Max of course. ~x( I think a nice solution would be for rendering of ...
- 20 Aug 2010, 15:08
- Forum: Announcements
- Topic: emPolygonizer2 version 2.0 is released !
- Replies: 40
- Views: 9900
Re: emPolygonizer2 version 2.0 is released !
Most of the big underwater rocks in this spot were generated procedurally using particles, meshed with emPolygonizer, before being painted by the texture artist. A very versatile tool!
http://motionographer.com/theater/psyop ... new-world/
Great work and continued imporvements. Thanks, Eric!
http://motionographer.com/theater/psyop ... new-world/
Great work and continued imporvements. Thanks, Eric!
- 05 Aug 2010, 19:22
- Forum: ICE
- Topic: Iterating over Group and set data
- Replies: 3
- Views: 736
Re: Iterating over Group and set data
Yeah, string conversion would be really cool. Another possible great feature would be if we could read group membership data for each object. So, it would be easy to know which array element needed to be pulled. Even better if we could just write directly on groups and circumvent entirely the need f...
- 19 Jul 2010, 07:58
- Forum: ICE
- Topic: polygon uv sample to location?
- Replies: 4
- Views: 768
Re: polygon uv sample to location?
If you want the 3D space position of each UV sample (i.e. pointposition), you need to use nodeposition instead. This should be the same context as the UV coordinates.