AndrewVK Posted March 28, 2006 Share Posted March 28, 2006 Here my test of pure reymarcher through metafield. As for me, it works better than i3d in "rocket trail" like situations, because no need to worry about i3d resolution. Since rocket trail is just sequence of bgeo saved to disk, i have a one BIG problem... I have no idea how to obtain Motion Blur. Any suggestions on how to fix this are welcomed. I`m afraid it is not possible at all, but who knows... :coffee1: MetaCloud.zip Quote Link to comment Share on other sites More sharing options...
sibarrick Posted March 28, 2006 Share Posted March 28, 2006 Nice render What are the render times like? Sorry can't answer your question, but good luck. Quote Link to comment Share on other sites More sharing options...
Ratman Posted March 28, 2006 Share Posted March 28, 2006 Don't know about the motion blur stuff, but ohh man is that an awesome shader , just giving ya a complement. Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted March 28, 2006 Author Share Posted March 28, 2006 Thanks guys AMD 3700+ 2Gb RAM Step Size: 0.05 Self Shadow Step Size: 0.1 Self Shadow Noise: On Render Time: 8 min 35 sec...this is the price of "no need to worry about..." On the other hand the time to prepare 1024x1024x1024 i3d is much longer. There is nothing special about the shader...it uses almost the same "engine" as VEX 3D Texture Fog. Quote Link to comment Share on other sites More sharing options...
lynbo Posted March 29, 2006 Share Posted March 29, 2006 That is really good Andrew. Motion Blur is going to be a pain with an object from disk. No velocity vectors. You might try using the metaballs in a seperate render that gives you 2d motion vectors and do a post process motion blur using reel samrt or smooth kit plugins. My 2 Cents Quote Link to comment Share on other sites More sharing options...
lynbo Posted March 29, 2006 Share Posted March 29, 2006 Ooops that should read "reel smart" not samrt the link is http://www.revisionfx.com/mblur.htm http://www.revisionfx.com/smok.htm Quote Link to comment Share on other sites More sharing options...
edward Posted March 29, 2006 Share Posted March 29, 2006 Can't one use houdini to generate motion vectors too? Quote Link to comment Share on other sites More sharing options...
renderfox Posted March 29, 2006 Share Posted March 29, 2006 Adrew, at www.renderman.org you could find paper, described pretty fast technics for motion blur of volumetrics. Somewhere in SRT pages (sorry, I don't remember where exactly) Quote Link to comment Share on other sites More sharing options...
Rafal123 Posted March 30, 2006 Share Posted March 30, 2006 Hey Andrew cool render. How did U generated metacloud.bgeo ? Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted March 30, 2006 Share Posted March 30, 2006 Hey guys. It is possible to write out velocities of metaballs but here is one problem - which velocity must be rendered? Or velocities must be integrated? In last case I see other problem - if one "smoke layer" have velocity = 1 and other "smoke layer" have velocity = -1 we can get result velocity = 0. Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted March 30, 2006 Author Share Posted March 30, 2006 It is metabals copied over points (particles) (non renderadble "model" object) Ok...i will try this: export velocity vectors to metaballs Import vector when density registered for the first time.... output this vector to deep raster...blur in comp Quote Link to comment Share on other sites More sharing options...
3__ Posted March 31, 2006 Share Posted March 31, 2006 hey these render-times are approaching afterburner... Is it possible to force metaweight to use the source sop rather than a file? also what's causing the hard edge when I reduce density? -cpb Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted March 31, 2006 Author Share Posted March 31, 2006 Is it possible to force metaweight to use the sourcesop rather than a file? Unfortunately no... op: syntax doesnt work also what's causing the hard edge when I reduce density? Can You show picture? My guess...unhidden original metabals. Quote Link to comment Share on other sites More sharing options...
3__ Posted March 31, 2006 Share Posted March 31, 2006 so files are used because it *couldn't* work with the sop? just curious... also here's the pic. changed settings are: density: 0.8, turbulence: 4. no self shadows. removed masks to all but 1 light placed behind the cloud. if you just reduce density, turbulence and switch off self shadows on the posted file you'll get a similar result. looks like clamping or an additive effect. -cpb Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted March 31, 2006 Author Share Posted March 31, 2006 so files are used because it *couldn't* workwith the sop? just curious... Exactly... Is red line drawn by You to show edge or this is mantra? I can not reproduce red line... Hardness of the "edge" depends on how density is distributed inside the volume. Perhaps there is to much metabals...so the density is MUCH greater than 1 I`m think You will get the same result if You create i3d from this metacloud and render it with VEX 3D Texture Fog shader Quote Link to comment Share on other sites More sharing options...
peship Posted April 4, 2006 Share Posted April 4, 2006 there is a very old technique to get moBlur without actually render it. just render subframes, this will produce a lot more images, then timestretch them in compositing - the interpolation will give you the motion blurred look. timewise the difference is not that big - rendering volumetrics with motion blur usually takes a lot of time. rendering of non-motion blurred volumetrics is faster, but rendering bunch of additional subframes will rise the render times. so ... it's so - so. Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted July 19, 2006 Author Share Posted July 19, 2006 I have reworked shader slightly Now it uses metamarch function, perpoint colors,life depended opacity and noise amplitude. However i am still fight with velocity. How to get attribute of single mataball from a large amount of metaballs? Suppose i want to get velocity... int found = 0; // Velocity Not Found yet ... ... ... while (metamarch(index, fname, p0, p1, bias)) //Lets roll { ... ... ... for (i = 0; i < nsteps; i++) // Something found...lets test it { ... ... ... opac = density * clamp(dfunction(fname,p0+noise,dexp),0,1); // Is there some density? if (!found && opac > 0.0001){ // If not found and there is some density then... v = getvelocity(fname,"v",p0+noise); //get velocity found = 1; // I found it } When i call getvelocity i am sure that "p0+noise" inside one of metaballs So...theoretically i can get it by calling: handle = metastart(fname, p0+noise); metaimport(handle, aname, p0+noise, result) However i got nothing result is always zero. I am forced to use such function to get something vector getvelocity(string fname, aname; vector p) { int handle; vector result = 0; handle = metastart(fname, p); while (metanext(handle)) { if (metaimport(handle, aname, p, result)) break; } return ow_vspace(result); } Whats wrong??? Can anybody enlighten me? DivX.zip Quote Link to comment Share on other sites More sharing options...
MADjestic Posted August 31, 2006 Share Posted August 31, 2006 Hmm... It would've been nice if fog context supported some surface context functions, like 'forpoints()' - so that one could access surrounding points and query their attributes. This way getting velcity attribute would be piece of cake. Good luck in your perseverance. Quote Link to comment Share on other sites More sharing options...
MADjestic Posted September 6, 2006 Share Posted September 6, 2006 On the second thought... I've just tried declaring pcopen(); function in VEX Fog context and didn't get any "function declared outside of context" messages - so I thought it was possible to use this functions to query nearby particles with which the metaball object wascreated with? Then you could assign V attribute of a given P in your Metmarch shader by copying it from nerby particles... It's just in theory - can this be done? I would try it myself, but I am inexperienced with pointclouds. Still - if anybody who has more knowledge sais that it is possible - I'll try this as well. So, wat do you think, guys? Andrew? Quote Link to comment Share on other sites More sharing options...
edward Posted September 6, 2006 Share Posted September 6, 2006 A fog shader (aka Atmosphere Shader only has access to the current pixel colour I think. So at this (last) stage in the shading pipeline, I don't think it makes sense at all to try to access your point position as you're not shading geometry anymore. Quote Link to comment Share on other sites More sharing options...
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