eetu's lab
#13
Posted 03 February 2009 - 12:48 AM
Thanks for the sceen files...
#14
Posted 03 February 2009 - 05:26 AM
http://www.vimeo.com/3044092
#15
Posted 03 February 2009 - 06:29 AM
cdrom, on Feb 3 2009, 03:26 PM, said:
I had a sequence of, say, 512 images from a fractal animation. Then there was a vop vex i3d shop that references the sequence, used
by the 3d texture (i3d) generator rop. The shader used the volume x and z coordinate to index into a single image, and the y coordinate
to determine the index of the needed image file. To get the color into the i3d volume, the shader exports the sampled rgb value, plus
uses the largest component value as the density.
The grid effect in the first animation was a rounding error in the "which image file to use" -logic..
A couple of earlier tests; anim anim
eetu.
#16
Posted 03 February 2009 - 06:50 AM
A friend of mine made a fast dla in xsi's ice, so I naturally had to give it a try.

anim1
anim2
dla in wikipedia and in pictures.
From the start I decided to fake it. I started thinking about the probability of any point in any timestep receiving a randomly walking new aggregate particle.
I thought it would be close to occlusion at that point, so I made an occlusion scatter component.
Each frame I occlusion-scatter a couple of points on last frame's geometry, and then copy new geometry to those. Iterate to taste.
A nice thing about this approach is that one can have invisible geometry constraining the aggregation process.
(The first anim is constrained inside a sphere, the second a torus.)
The particle counts here are really quite low, perhaps I'll leave it running the next time I go for a vacation
eetu.
#17
Posted 03 February 2009 - 07:44 AM
Thank you for sharing!
#18
Posted 03 February 2009 - 08:13 AM
This is a companion to the peeling spheres topic from before.

anim
I've been using a lot of this technique of rendering something temporary with another camera, and then using the result to create something final for
another camera. It can be done via cops, but here it's done by prerendering the intermediary frames to disk.
hip and a zip with the rendered intermediary lores frames (you can render these from the .hip, too)
Next I have a long tale of woe and joy. Concerning particles. But not tonight.
eetu.
#19
Posted 04 February 2009 - 04:04 AM
I´m still expecting one more thing from ya, and that is the nice supermaterial a la Lightwave you were playing with not that long ago...
#20
Posted 04 February 2009 - 04:18 AM
Netvudu, on Feb 4 2009, 02:04 PM, said:
That version has been sneakily hidden up here; Ubershaders are bad for you, mmkay?
I have to admit I haven't even used it myself, so a redo is clearly in order
eetu.
#21
Posted 04 February 2009 - 06:13 AM
Edited by kumpa, 04 February 2009 - 02:43 PM.
#22
Posted 04 February 2009 - 08:11 AM
#23
Posted 04 February 2009 - 08:21 AM
nice one
#24
Posted 04 February 2009 - 11:01 AM
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