Indigo World Alpha (socks knocking time)

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eman7613
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Post by eman7613 » Wed Feb 21, 2007 1:02 pm

OnoSendai wrote:Deus.. I had an idea for how to do volumetric clouds for now:
you could build them out of spheres :)
e.g. randomly generate a whole lot of spheres, with a cloud shape density somehow.

Make the material a specular.
Make the medium a basic medium, IOR = 1 so no scattering will occur at interface.
The scattering coefficient should be wavelength independent i think (clouds are white).
phase function should probably be forwards scattering Henyey Greenstein (e.g. g = 0.8)
Absorption should be very small, or zero.

Make sure each sphere refers to the same medium (same medium name), that way they will merge when they overlap.
would that not require several thousand polies? I was thinking if you could generate an alpha map that vaguely represents a cloud and apply it to an oval shape, that would fake a (possibly) decent cloud with not to terribly much overhead.
Yes i know, my spelling sucks

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OnoSendai
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Post by OnoSendai » Wed Feb 21, 2007 1:12 pm

Spheres are primitives :)

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eman7613
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Post by eman7613 » Wed Feb 21, 2007 3:51 pm

OnoSendai wrote:Spheres are primitives :)
forgot that one >.<
Yes i know, my spelling sucks

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CTZn
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Post by CTZn » Wed Feb 21, 2007 9:10 pm

Clouds ? Don't we have half the thing done already ?

Take a nifty sun and a medium:

Image


Add 3d NoIsE (Perlin here) !

Image
Oh I can see the sky !!!



Plugins <-> noise libs <-> hear me coming ?

Billow
Image

Space-Time
Image

Wispy
Image

All clouds are within a (thin) box:

Untextured Clouds Layer, alt. camera
Image

Deus
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Post by Deus » Wed Feb 21, 2007 10:03 pm

CTZn you know my world rendering is done without any external programs at all. Its all generated by me. Every last polygon/pixel.

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OnoSendai
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Post by OnoSendai » Wed Feb 21, 2007 10:20 pm

Where are the images from CTZn?

Deus
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Post by Deus » Wed Feb 21, 2007 11:43 pm

You know CTZn I know how to make 3d noise. Thats not the issue. The problem is what particles to chose and if there is optimizations to be done + to give good constraints on the cloud to give them nice look and also to get good materials.

There has been a ton of research on the subject there are plenty of programs and you get a million hits on google so please you dont need to educate me :)

The point of indigoworld is two

1) To be able to do things without any external software
2) To keep me busy

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CTZn
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Post by CTZn » Thu Feb 22, 2007 3:28 am

Where are the images from CTZn?
Maya internal render, I just did them for demonstration purposes. Nothing changes from one image to the other but noise type. In this case clouds are not generated by dynamic (Navier-Strokes) simulation, only a texture carves the medium.

Container Properties, friendly
Nodes::fluidShape, for techies

Maya help, with frames. Go under:

Using Maya > Dynamics and Effects > Fluid Effects > Texturing and shading fluids.

Deus, that was nothing personal, you guys are talking about clouds right here and I give my two cents to the mass...

Deus
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Post by Deus » Thu Feb 22, 2007 3:38 am

My clouds will kick those clouds asses any day.

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CTZn
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Post by CTZn » Thu Feb 22, 2007 3:57 am

Fine then, that's good to hear ;)

I have no doubt you will be one of the first to use Indigo's API, Deus, and a few about the delay it will take to have 3d noise libs after that :) They are requested for bump mapping after all...

Peace !

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