New baEssential Shader version
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Cloud Scene [..] you will obviously need the latest version of Holger's BA_essentials shader pack installed. Here is a render of this scene as well. think the fractal speed is too
fast and the lookup table cell size could be lowered to reduce flicker but its just
a simple setup to test the new feature of 'World drag'.
Mentioned render: here.
local backup: simplecloud_enhanced_plus.scn
Mentioned render: here.
local backup: simplecloud_enhanced_plus.scn
author site: https://sites.google.com/site/tekanoice / si-community thread
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Kerro Perro
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Re: New baEssential Shader version
Thanks a lot Tekano! I will share and it is for animation but i tend to avoid FG as much as possible. Won't be getting around to it soon as am in the modelling stage (will of course play with you your scene inbetween ;) ) but clouds are most definitely on my agenda so i will get to it.
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mattmos
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Re: New baEssential Shader version
Cheers Rob! Will be sure to take a look soon and learn from the cloudmaster 
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ActionArt
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Re: New baEssential Shader version
Hey Rob, it seems to get final gather to work you have to activate "Get input normal for FG" in the volume shader settings.
It will take some adjustment to make it look good. Great method for trimming the bottom of the cloud! I've been struggling with that for a long time.
It will take some adjustment to make it look good. Great method for trimming the bottom of the cloud! I've been struggling with that for a long time.
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ActionArt
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Re: New baEssential Shader version
Here's a couple quick samples with no changes to the scene except FG. First one, with FG. Second FG off. Obviously lighting needs adjustment but it works.
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Tekano
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Re: New baEssential Shader version
Ah Yeah I should have said. I could get FG to work - as long as I turned on 'exact' mode. all the other modes didnt contribute any light - they were always the same render as without FG. and when exact was turned on I could not get the color of the ground plane NOT to completely overtake the lighting of the cloud. ie in this case its green. make the ground plane red - entire cloud gets red. ideally I would like the FG to work but only affect the cloud in a more realistic way. Ie bounce from the sky and bounce from the ground contribute together more subtle than what it currently is - the ground bounce completely over saturates the entire cloud!
cheers!
cheers!
Gossip is what no one claims to like, but everybody enjoys.
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izze
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Re: New baEssential Shader version
Hopefully someone can help me here. I seem to be getting some sort of NAN error on my renders. I get more errors when weaker machines render the same scene. But my memory never maxes out. Any thoughts?


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gustavoeb
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Re: New baEssential Shader version
cant help, but I can say your clouds look awesome! really nailed that look man!
Gustavo Eggert Boehs
Blog: http://www.gustavoeb.com.br/
Blog: http://www.gustavoeb.com.br/
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Mathaeus
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Re: New baEssential Shader version
Maybe... it could help to add some node to clamp the colors, after output of BA Volume. Something like color_math_basic , set to maximum. Maximum could be plain black of just little bit more. Or, dedicated 'clamp' from BA pack. I mean, it definitively doesn't looks like NaN, more like some wrong interpreted switch (because some floating point error), so color goes into negative. I might be completely wrong, anyway.izze wrote:Hopefully someone can help me here. I seem to be getting some sort of NAN error on my renders. I get more errors when weaker machines render the same scene. But my memory never maxes out. Any thoughts?
Great looking clouds, anyway.
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izze
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- Joined: 24 Sep 2009, 18:02
Re: New baEssential Shader version
hmmm. I will give that a try. Thanks for the direction Mathaeus.
gustavoeb, thanks!
gustavoeb, thanks!
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gustavoeb
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Re: New baEssential Shader version
one more thing, would you mind showing us your particle positioning? pretty please 
Gustavo Eggert Boehs
Blog: http://www.gustavoeb.com.br/
Blog: http://www.gustavoeb.com.br/
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izze
- Posts: 176
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Re: New baEssential Shader version
Yeah sure. I'm emitting points from a grid that has turbulize mesh on it. Then using those points to populate a empty polymesh with spheres. Then emitting the clouds from those spheres. I need to modulate the scale of the spheres so the clouds don't end up like cotton balls. Still in look dev so very WIP.


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izze
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Re: New baEssential Shader version
Thanks Holger and Tekano for getting me started !
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Bullit
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Re: New baEssential Shader version
That looks great. At least the frame.
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Tekano
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- Location: London, UK
Re: New baEssential Shader version
nice work Izze, the red boxes normally indicate a memory problem - ie you ran out. something that large though I would mostly try and break up into FG / mid / BG that way you can adjust the cell sizes for each section.
also maybe there is overlapping volumes or something at the point that did not render as you would normally get a red box over the entire cloud
also maybe there is overlapping volumes or something at the point that did not render as you would normally get a red box over the entire cloud
Gossip is what no one claims to like, but everybody enjoys.
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izze
- Posts: 176
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Re: New baEssential Shader version
Yeah, looks like a mem problem. Found this warning:
# WARNING : PHEN 0.4 25 MB warn : BA_Volume: Memory usage of all 1 BA_Volumes: 9762.3 MB
Trying to split up my sky into sections now.
# WARNING : PHEN 0.4 25 MB warn : BA_Volume: Memory usage of all 1 BA_Volumes: 9762.3 MB
Trying to split up my sky into sections now.