Cloud shape creation.
34152 26 9- vbk!!!
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Hello,
After reading the artcile about Rio and the cloud asset management of blue sky, I decided to try to do “the same”.
There is now some result.
The first is the mesh creation to control the shape of the cloud. For me, it's a 3 layers mesh.
The main problem is the amount of point at the end of the process and the issue it brings to the final isooffset fog creation.
It's not possible to create clean isooffset with the 3 layers merged together.
So a first isooffset mesh is create for each layer and this 3 iso ( primitives) are merged and linked to a ForEach Sop.
Inside this Sop, there is a Volume Mix Sop to merge all the 3 iso in one volume primitive.
And everything is export in i3d.
Now I plan to add noise to this shape and find a way to render it as best as possible.
If someone have some link about SSS for volume render …. It's nice ( even if I am afraid of my math level compare tothe paper I tried to read already).
++
Vincent
After reading the artcile about Rio and the cloud asset management of blue sky, I decided to try to do “the same”.
There is now some result.
The first is the mesh creation to control the shape of the cloud. For me, it's a 3 layers mesh.
The main problem is the amount of point at the end of the process and the issue it brings to the final isooffset fog creation.
It's not possible to create clean isooffset with the 3 layers merged together.
So a first isooffset mesh is create for each layer and this 3 iso ( primitives) are merged and linked to a ForEach Sop.
Inside this Sop, there is a Volume Mix Sop to merge all the 3 iso in one volume primitive.
And everything is export in i3d.
Now I plan to add noise to this shape and find a way to render it as best as possible.
If someone have some link about SSS for volume render …. It's nice ( even if I am afraid of my math level compare tothe paper I tried to read already).
++
Vincent
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- nzabala
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- vbk!!!
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there is no sss
is a trick taken from a thread on odforce forum.
http://forums.odforce.net/index.php?/topic/12923-pyroclastic-noise-demystified/page__hl__pyroclastic__st__36 [forums.odforce.net]
I had the time for a last render
19 min on 6 threads of 3Ghz i7
It's a bit long IMO … and I am not able to get some nice godrays for the moment :cry:
++
Vincent
is a trick taken from a thread on odforce forum.
http://forums.odforce.net/index.php?/topic/12923-pyroclastic-noise-demystified/page__hl__pyroclastic__st__36 [forums.odforce.net]
I had the time for a last render
19 min on 6 threads of 3Ghz i7
It's a bit long IMO … and I am not able to get some nice godrays for the moment :cry:
++
Vincent
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- asnowcappedromance
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@ manu :
The screen shot of the opengl shows sphere primitive because my first tests was to create i3d files. Create volume from object is faster with primitive.
Now it's possbile to use polygon directly.
- First layer, some point and copy sop to get the “big ball” shape.
- Second layer. With copy sop and scatter sop I clone some sphere meshes. Radius is decided with expression based on the normal Y ($NY) of the scatter points.
-Third layer.Cookie sop between 1st and 2nd layer. Scatter sop on theses polylines. I use the points with another copy sop.
I create an attribute to keep radius for each layer and I render 3 point clouds.
Afterward, within a vex shader builder shop, I import my 3 point clouds and get the “initial” volumetric sphere reading the radius attribute. I apply a multifractal over it and another procedural to simulate advection. Finally I try to decrease the density at the bottom of the cloud.
Now I am testing the lighting …
++
Vincent
The screen shot of the opengl shows sphere primitive because my first tests was to create i3d files. Create volume from object is faster with primitive.
Now it's possbile to use polygon directly.
- First layer, some point and copy sop to get the “big ball” shape.
- Second layer. With copy sop and scatter sop I clone some sphere meshes. Radius is decided with expression based on the normal Y ($NY) of the scatter points.
-Third layer.Cookie sop between 1st and 2nd layer. Scatter sop on theses polylines. I use the points with another copy sop.
I create an attribute to keep radius for each layer and I render 3 point clouds.
Afterward, within a vex shader builder shop, I import my 3 point clouds and get the “initial” volumetric sphere reading the radius attribute. I apply a multifractal over it and another procedural to simulate advection. Finally I try to decrease the density at the bottom of the cloud.
Now I am testing the lighting …
++
Vincent
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- dulo
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a little animation make with my cloud system.
http://vimeo.com/33996616 [vimeo.com]
I will make some new shading test later.
Now it's time to clean everything and try to make real tools from the hip file.
++
Vincent
http://vimeo.com/33996616 [vimeo.com]
I will make some new shading test later.
Now it's time to clean everything and try to make real tools from the hip file.
++
Vincent
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some ask for a hip file so …
it's still a mess.
Inside the cloudshape, there is a subnet where you can find the setup used to construct the cloud, a shopnet with a cvex shader and some other stuff …
I use an otl made by myself ( a multifractal vexop) and I don't how how to embedded it in hip file. So don't worry if it's missing.
Hope it helps
it's still a mess.
Inside the cloudshape, there is a subnet where you can find the setup used to construct the cloud, a shopnet with a cvex shader and some other stuff …
I use an otl made by myself ( a multifractal vexop) and I don't how how to embedded it in hip file. So don't worry if it's missing.
Hope it helps
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