Soc 2006 SkyGen Test Windows Builds. 15/08 (LGuillaume)

blender: source/blender/BSG_SkyGen/intern/array.h:136: bool TArray<T>::Resize(int) [with T = CloudEngine::Particle]: Assertion `new_size >= 0 && new_size <= gsc_ArrayMaxSize’ failed.
Aborted

I added 6 spheres as clouds, stretched one out a bit, and clicked render…
this is built from saturday CVS.

too many particles to add… gsc_ArrayMaxSize now is 16777215 (ffffff), try to not join spheres together (if you did), and stretch too much, or to not set cell size too little. Maybe some check for similar situations should be added.

ok

yep, I’ve not touched saving/opening yet.

try to scale mesh in object mode :wink:

particles are generated inside of convex meshes (while), so you possibly created too small mesh, or not convex - in this case they won’t appear in full volume

(in addition)
featured screenshots: http://sionix.pbwiki.com/SummerOfCode2006_Screenshots

I won’t be downloading builds yet, but the looks that you can have multiple suns and make clouds out of meshes looks like it should’ve been in Blender a long time ago. This summer of code is turning up to be very interesting.

I wrote this about “Sky Generator” for Blender in Blenders Developers Forum bevor long time ago!!
You can Read here!
http://blender.org/forum/viewtopic.php?t=6972&highlight=sky+generator

And Now we have it… still in Development!Thats Great!!!:slight_smile:

SeeYA

Vassilios Boucer

Ok, as a CG cloud nut, I’m really interested in this project. Is there any info on where this is going to end up? There is a lot of speculation, but little in the way of hard fact.

So first impressions: seems ok so far, but the clouds are letting the side down. Can I ask if it will be anywhere close to either terragen 2 or Ogo_Taiki in terms of sheer quality?

http://www.planetside.co.uk/gallery/f/tg2
http://www.asahi-net.or.jp/~pq1a-ogs/taiki_e.html

Sorry for all the questions, but I want to know if I should get my hopes up or not…

Tried that, and the particle count is still the same, so they start to scatter. I also tried subdividing etc, no luck.

Not sure, I pretty much created a sphere or a square (square was subdivided) and started pulling verticies around to make them ununiform shapes. What exactly is a convex mesh? They arent too small.

MicWit

PS. How do I make it so that the sun is visable (volumetric light)? And how do I add a halo to the sun like you did in your demos?

I don’t know, will you be surprised or not :wink:
http://projects.blender.org/pipermail/bf-funboard/2004-November/002301.html
however, I didn’t know about these requests before.

yes, particle count is the same - it was an answer on your question about cell size less than 0.1 - you can scale object to perform effect of higher density. BTW cell size maybe will be removed.

(from http://www.cs.unm.edu/~kmorel/documents/dissertation/thesis_full/node31.html)

  • First, the mesh has to be fully connected. A connected mesh is in one piece. More formally, you cannot partition the cells of a connected mesh into two sets such that the partitions share no faces.

But you also can join several connected meshes together (i.e. 2 cubes with Ctrl+J)

  • Second, the mesh has to be convex. A convex mesh contains all the faces of the convex hull of its vertices. A convex hull of a set of points (in Euclidean three space) is the smallest polyhedron containing all the points.

It is your case - nonconvex please consider as currently unsupported

  • Third, the mesh must have no holes, meaning the mesh cannot enclose any empty regions. These restrictions ultimately mean that a ray exiting the mesh cannot reenter the mesh.

Needs investigation

Select sun lamp, open material buttons - add material, make halo material.

Not to hijack, but :eek::eek::eek: Well, there went my morning. I’m off to kidnap him and start the Blender brainwashing… there will be a new developer momentarily.

Hmm, did you see wiki? - No docs moreover
http://mediawiki.blender.org/index.php/BlenderDev/SummerOfCode2006

Pictures are very impressive! IMO some of them can be recreated in Blender with current SkyGen tools.

What do you mean about hopes?

Hello!

As I was reading through the wiki I understood how XYZ position of the sunlamp influenced the rendering of the backgound. But wouldn’t it be more intuitive (user wise) to control the Zenith East and South using the rotation of the sunlamp? well just using it’s Z vector? Oh have this as an option. This way the lamp’s shadow would match the sun’s position un the sky.

Dani

Hi, I think - no.
Doing that it will be hard to predict actual sun position - now it is calculated in the relation to (0, 0, 0), so if you have sunlamp at (0, 0, 1) - it is in zenith, and so on. To produce correct shadows the only thing you need - make lamp’s direction point to (0, 0, 0).

Hum yes I think you’re right. Where you place the lamp is where the sun will be in the sky, it’s more predictable than the use of the vector.
Vectors make me think of raytracing, and I was wondering why SkyGen wasn’t visible is reflections (didn’t test refractions) nor AO?

Dani

Oh, *** putting it into “bug list” ***

Hmm, I have never used a sun before. It seems to do weird things with where it renders. I can line it up in the camera view, but then when I render, it can be in a totally different location :S How is the sun ment to work?

I also notice that the halo shines through objects, but I have seen that mentioned before, so I think its a bug that is yet to be fixed.

MicWit

MicWit: does your sun lamp have “use date and location” ?

This gives a specific place to the sun, no matter how you place in your scene it will pop back to the place defined by the “date and location” parameters. So just desactived that button.

It’s either that or your camera has a location IPO attached to it.

Dani

Dani, even more - “date and location” does not matter.
If to place camera to (0, 0, 0) - you will see same sun pos in 3d view and render.

Hey, that seems to be it, place the camera at 0,0,0 and it will be in the same place. I can see now how this works, could be fun once you start moving the camera about, but will make it look like the sun is ages away (relistic). Am I on the track there? :smiley:

MicWit

PS. Dont suppose there is a way of doing lense flare in blender? :smiley: even if it were in the sequencer, it would be cool to go from start to finish, all in blender.