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genscher genscher is online now
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Hey guys,

I recently started looking into the topic of "Smoke" and "Blender":

Just another post on my blog: http://www.wxtools.com/wp/


(Image by Nils Thürey)

Greetings,
daniel
............................................
Blender Cloth Developer
#1   Old 10-Jun-09, 09:31   
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Michael W Michael W is online now
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Go get 'em!

This could be awesome!
............................................
Mike Williamson
www.cowtoolsmedia.co.uk
#2   Old 10-Jun-09, 09:59   
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oogsnoepje oogsnoepje is offline
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There's only one way to express my feelings about this news:
http://www.youtube.com/watch?v=MiHsxQJ9ZOo

#3   Old 10-Jun-09, 11:41   
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RickyBlender RickyBlender is offline
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would be nice to get this in 2.49 !


by the way is there any way to use this technic to get fires for instance?


there is one type of texturing for makin nice looking stone or to do the faces of large stone on building

this seems to be very difficutl to do in blender ..

would be nice to see some may be new node to make stone faces with irreuglar shape
and nice to look at !

Happy blendering
#4   Old 10-Jun-09, 11:57   
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Gustav Göransson Gustav Göransson is offline
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Great news! I hope you get enought donations to upgrade your hardware!
#5   Old 10-Jun-09, 12:04   
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I just made a small donation, and I'm sure that if you can get the word out (to blendernation and such) that you are maybe starting to look into this you will receive many many more. The juicy images by Nils would create a lot of excitement.

I really hope you continue further down this path. Thumbs up!

edit
If you haven't already, you should really tell blendernation about your new endeavours, and be sure to include the need-money-for-hardware part too
http://www.blendernation.com/contact/
/edit
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Last edited by mpl; 10-Jun-09 at 13:35.
#6   Old 10-Jun-09, 12:43   
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toontje toontje is offline
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Hey Daniel, I wanted to give feedback on the decimate modifier but it wasn't possible on your blog.
I think you are doing a great work with the decimate modifier. Is the decimate modifier equivalent to the "quad dominant anasitropic remeshing" paper?

On your work with smoke: Will you cooperate with Farsthary on this one or will there be eventually more concurent methods to simulate smoke in Blender?

Your past and current work in Blender is very valuable and I will support you in every which way I can to help you reach your goal. I wish you lots of success and fun on this smoke project.
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Do not put off till tomorrow what can be put off till the day-after-tomorrow just as well.
#7   Old 10-Jun-09, 13:45   
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genscher genscher is online now
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Hello all :-)

Thanks for the thumbs up here.

Regarding farsthary: Yes, his work is very valueable and will most likely be used for rendering - I mean the final rendering. For the simulation itself, I am looking into Nils Thürey's stuff. You'll be able to enabled and disable the turbulence so it should work for "normal" and "exploding" smoke.

I'll keep you all posted and thanks for your great support!
............................................
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#8   Old 10-Jun-09, 13:56   
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William William is offline
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Looks great, but your decimate modifier project is equally awesome. Just the fact that it preserves UVs is fantastic in itself, because it means that it can be used for rendering.
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#9   Old 10-Jun-09, 14:28   
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Very cool.
#10   Old 10-Jun-09, 15:18   
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Sim88 Sim88 is offline
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Yes the decimate modifier is awesome!
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#11   Old 10-Jun-09, 16:03   
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Ace Dragon Ace Dragon is offline
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Hope you can get this and the decimator improvements in a working state and commited to Blender.

One way to visualize the smoke in the 3D view is to use volumetric GLSL shading when GLSL is activated and a simplified mesh in solid view. For the GLSL you may have to write a generic volumetric GLSL framework to make plugging in other volumetric effects in GLSL easier.
#12   Old 10-Jun-09, 17:56   
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Quote:
Originally Posted by Cyborg Dragon View Post
Hope you can get this and the decimator improvements in a working state and commited to Blender.

One way to visualize the smoke in the 3D view is to use volumetric GLSL shading when GLSL is activated and a simplified mesh in solid view. For the GLSL you may have to write a generic volumetric GLSL framework to make plugging in other volumetric effects in GLSL easier.
There is no reason for that (it would probably be a lot of work), as all he wants to do is test the equations and such.
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#13   Old 10-Jun-09, 18:22   
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toontje toontje is offline
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Gensher, what kind of hardware are you aiming for? I am looking for a server for my boss and a Dell 2x quad Xeon , 4 Gb each processor 4 SAS hotplugable disks for a RAID 1+0 configuration cost about 3000 dollars.
............................................
Do not put off till tomorrow what can be put off till the day-after-tomorrow just as well.
#14   Old 10-Jun-09, 23:32   
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Tea_Monster Tea_Monster is offline
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Quote:
Originally Posted by William View Post
Looks great, but your decimate modifier project is equally awesome. Just the fact that it preserves UVs is fantastic in itself, because it means that it can be used for rendering.
I thought that it was in 2.49. What happened?
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#15   Old 11-Jun-09, 03:10   
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Quote:
Originally Posted by Tea_Monster View Post
I thought that it was in 2.49. What happened?
I believe only the improved booleans are in 2.49.
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#16   Old 11-Jun-09, 03:25   
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renderdemon renderdemon is offline
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More than decimate,I hope you could work on quad remeshing in the future(I thought sometimes ago that you want to do it),for now only 3ds max and 3dcoat have quad remeshing,for me such feature could be really and innovation
btw,smoke is great,thanks.
#17   Old 11-Jun-09, 04:51   
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genscher genscher is online now
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Hello,

@ toontje: Well that configuration you mentioned is a dream of course. Since for Smoke, the main part is the CPU and for later (hopefuly OpenCl) the GPU could be used as well, but that is no priority of course. So a faster CPU (mainboard if incompatible) would be my dream.
But on the other hand - watching nature out of the window while having alot of time during simulation also has it's fascination

@ All: I can report that I got another step forward on Smoke, blog post will follow soon!

So far,
Daniel
............................................
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#18   Old 11-Jun-09, 09:04   
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Gensher, this is awesome stuff indeed
Will try to follow your progress.
#19   Old 11-Jun-09, 10:14   
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genscher genscher is online now
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Time for the first screenshot of Smoke in the Blender 3dView!

http://www.wxtools.com/wp/
............................................
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#20   Old 12-Jun-09, 11:38   
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