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Hi allThe old thread of volumetric are getting to heavy to continue maintaining it so its time to start anew one with the good news that true smoke and fire are now on the horizon: Check my site: http://farsthary.wordpress.com and watch a small testing video showing a smoke simulation 100% blender with volumetric smoke Hope it will be very usefull for Durian, the previous dev was a milestone to reach this stage. I plan to develop a full implementation of Smoke and Fire and may be Clouds simulation to. By no means I am off.
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#1
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that smoke simulation looks AWESOME!!
thank you
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#2
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farsthary, you are very very good in what you do. I saw your work and it is simply amazing. Do you sleep sometimes?
Or How you do it with your free time?
............................................
Just when I thought I was out... they pull me back in! |
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#3
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![]() ![]() Is there anything you CAN'T do, Farsthary?! Great job, dude! |
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#4
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Does someone here has a studio and could hire him in the coming years?
He does not have job opportunity over there, and cuban policies are strict: In order that his talent is not waste for him, he needs somebody to hire him abroad (then he has to give 200$ to the cuban government to "fill papers", and then "Hello World" )contact him at: farsthary84 at gmail dot com EDIT: he will have his diploma in one year Last edited by Lapinou; 12-Aug-08 at 14:59. |
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#5
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That's impressive! The test video looks very promising.
Don't know if this is useful, but here's a paper about simulation smoke that's co written by Nils Thürey (the blender fluid author). The source code will be available in a couple of days (during Siggraph) http://www.cs.cornell.edu/~tedkim/WTURB/ Good luck with your coding |
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#6
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@Gustav Göransson
Thanks for the link, as soon as the code gets freed let me know, it looks interesting @Lapinou thanks for the advertising
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#7
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COOL!!! How did you do it? Did you make this video? And how can we put this in Blender?
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#8
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Awesome! Thank you so much for your work. I've been considering going back to Max with FumeFX for some effects jobs I'm doing but this looks more than adequate.
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#9
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Well, simply put, I can't wait to get my hands on this one. Well done.
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#10
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After integrate the smoke and fire simulator to some usable level I plan to make the second test release plus some speed improvements and bug fixes .
But I cannot promess it for august... |
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#11
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When should we expect multiple textures being volumetric at once for our materials and all coordinate types supported. (say allow two different marble textures being at different rotations for criss-crossing veins.), Your classic intergration should be 10 times more powerful when you get that done
![]() The first smoke simulation looks very good and already is on par with stuff you expect to see in Maya. ![]() Also, I thought the servers in your university would be down for you, did you find a way to get on the Internet? |
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#12
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@CD:
You can actually mix textures as long as they are mapped to color and or alpha/normal values, if you want to change the orientation of different textures simply map them to individual empties and move them independently I havent made tuts for that, Im just suggesting things... the integration of volumetric with blender is now about of 50% of its posibilities, for that reason many things are now odd and others are impossible to accomplish but that is not areal issue (a week with a blender dev at my side could solve all the integration problems )I will focus firstly on the core/new algorithm than in UI stuffs for now but in each release I will improve the user interaction experience. (remember that Im also learning as I program volumetric for blender so im as exited as you and with no more knowledge that many of you have about all of this) thanks Farsthary |
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#13
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farsthary, great work !
The work Nils has done will help you improve the smoke/fire simulation no doubt ![]() Also, would it be possible for you to make volumetrics show up in the viewport ? (in a very low res perhaps) right now we have to render before we can see how stuff reacts, having some sort of realtime preview in the viewport will help allot (and mainly in the future with fire/smoke) keep it up! |
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#14
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@Blaize
Well, about this I think it should involve digging into OpenGL, this is possible, but not for now. Although visual feedback (better if is interactive) is very important and every volumetric package has it I have to push back it into my todo list. I plan to implement also a 2D solver and a hybrid 2D/3D solver like Maya have, for scenes that dont need all the computation for a full simulation. As a note this test are done with a grid of 64x64x64 voxels. |
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#15
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Quote:
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#16
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@CD
Try to send the file to me explaining better what you want and I will see what´s the problem (because I could not understand what you need). |
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#17
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!!! the video on Farsthary's blog show some very promising developments. Thank you for your hard work Farsthary!
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#18
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that is really amazing.
Thank you so much for your hard work. I stumbled upon a paper which might be of interest for you, but i don´t really know if it applies to your development. http://www.cs.cornell.edu/~tedkim/WTURB/ but whta they are doing semms pretty cool. Edit: Argh. should have read the previous poster more carefully. Last edited by testscreenings; 12-Aug-08 at 06:13. |
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#19
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this is fantastic, great work Farsthary
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#20
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