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About DLK

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  1. Hello, I'm interested in integrating my existing cloud renderer with Houdini/Mantra. What I need is to somehow hook the ray tracing function, so that when Mantra wants to trace ray through my cloud object, it would call my renderer - with ray as parameter - and my renderer would do all the cloud rendering, for primary and secondary rays. For the primary rays, what I need is that mantra would call my cloud renderer for rays that go from camera to the surface of micropolygons. Essentially, I want to make my cloud object be a new primitive rendering of which I handle entirely myself. I do not quite know where to get started with this - I see GR_RenderHook but from what i can see it does not let me hook the ray tracing function, just the primary rendering, so that i couldn't make my clouds be visible in reflections. I see GEO_PrimVolume but it is providing data for Houdini's own volume renderer. What I want to ultimately make is a fully integrated custom raytraced primitive with entirely custom rendering. I would also need to hook into the light (to let my clouds cast shadows onto native objects), but I think I know how to do this with a custom operator that would be used in the light. Any pointers would be very appreciated.
  2. Erosion Effects

    Thanks for reply! Yes, sounds sort of like how my one works... with exception that i don't have saving of illumination data to disk, i.e. it is computed in memory but isn't saved. Maybe will do that for some flight scenes, though i was always more interested in morphing clouds and changing beams of light going through morphing hole in clouds etc. By rendering at lower resolution i meant the chase scenes where camera turns quickly and there's a lot of motion blur everywhere so details aren't visible. Indeed sometimes clouds has lot of details, esp. close to horizon. I even render my best images with supersampling... Borders of clouds is indeed hard to do realistically. Anisotropic scattering and everything... i spent quite a lot of time looking at real sky, and at real photos...
  3. Erosion Effects

    Can you tell me how rendertimes (6 min per frame 512x384, th scene in movie) compare to other volumetric things, as in very fast / fast / normal / slow ? I'll make some more... The large render of this mountain: http://dmytry.pandromeda.com/mojoworld/sno...ns_5c4_jq95.jpg (what's i personally love about fractal erosion is that i can make large renders with a lot of details) To avoid confusion, it's MojoWorld 3.1.1pro plus Volumetrics plugin plus results of my fractal erosion research (nobody ever did such erosion before ). The MojoWorld provides procedural modelling(including procedural modelling of clouds), my Volumetrics provides rendering, and my experimental implementation of erosion fractal erodes the landscape. MojoWorld itself is not very good at rendering, but for it's small price, is surprisingly good at procedural modelling of such things. I might make port for Houdini if there will be professional demand for commercial version (that will be rather pricely) & if it can be competetive, as i know there exist good volumetrics renderers already...
  4. Erosion Effects

    whoops, sorry, forgot to mention. It uses 3ivx codec.
  5. Erosion Effects

    Sorry for another offtopic post, there's animation i have rendered to test for popping artifacts in renderer (got none) http://dmytry.pandromeda.com/flight1.avi (just test, so camera slowly flies forward. Also there's lot of aliasing on ground, it's because unfortunately there's no way in mojoworld to render ground with supersampling and clouds without (clouds don't need supersampling) Render time was 6 minutes per frame(p4 2.8 GHz), 512x384. What you think, is it fast or slow for such scene? (clouds all way to horizon(it's real spherical planet btw)), comparing to other things avaliable out there. BTW it doesn't use precomputed voxels, it uses combination of few perlin noises (scene is big so...). With precomputed voxels it probably can be lot faster.
  6. Erosion Effects

    Thanks! To be honest, i haven't played with Houdini much yet, but it sure looks great, so many functions and everything. BTW, Apprentice EULA says it's for noncommercial use only... what's with using it to do testing when developing commercial plugin? (or rather plugin that will probably be free in betas but may be commercial when finished...) Tho I probably should contact official people about it. I'll sure work with Apprentice more.
  7. Erosion Effects

    Hello, i'm is Dmytry (looked at referrer log on my site and came there i love to see my site discussed ) It actually can do animation quite well, i.e. rendertimes is allright for movie use and it doesn't flicker. You can look at the bottom of page, there's explanations of few things. The main limiting factor is, i have one PC that i use for development and rendering, so i don't render many animations. Betatesters did some test animations to ensure the plugin works allright, i'll ask 'em to provide animations for placing on my site. Actually I just started rendering some cloud animation by popular demand (been asked by some other people too), as i'm writing it, animation goes at 6 minutes per 512x384 frame. The problem with MW is that it's kinda hard to edit camera path in it, and it has no import for camera path. By the way... looking at Stealth movie, it seemed to me that they could have rendered clouds at lower resolution and then upsampled and nobody would notice (actually that's often the case with clouds in the real world hehe ) so maybe they did that for speed, it would make sense to do. As about plugging it into Houdini, i considered this idea. It should be possible, and with Houdini's procedurals, result should be even better than with MojoWorld. I don't really have money to buy commercial version of Houndini though, only have this free non-commercial one. If I will be provided with commercial version and SDK i probably can port the plugin. I started developing the clouds about year and half ago, and it kind of improved over time, both in quality and speed, and the improvement still continues. So the "good clouds and isosurfaces in 'simple' application". BTW it must be said procedural textures part in MojoWorld isn't exactly simple as it supports "function graphs" sufficiently well to for example procedurally define shape of mushroom cloud and the shockwaves to be rendered with volumetrics, or procedurally define all those things you can see on my site (even this weird techno moon that is in fact isosurface, or this thing). MojoWorld's own renderer is indeed simple, but i'm not using it much anyway, i used volumetrics to render everything except fish and tree meshes. Speaking of erosion fractal, it's really new, and as far as I know hadn't been ever done before(though many people tried). I needed that to really bring procedural terrain generation quality to level of clouds, it always looked to me like obvious CG terrain with possibly-photo clouds. Erosion is animation friendly, there's test movie(fly over mountains) (you'll need 3ivx codec), rendered at 2..3 minutes per frame, 512x384, with 2x2 supersampling. Terrain is isosurface(aka implicit surface) rendered with my volumetrics, atmosphere is rendered with volumetrics too. I rendered this movie to check for popping artifacts, so shadows was turned off, and there's no material on terrain yet, and so it isn't avaliable on main site. In this animation you can see how my erosion can be zoomed in. It caches previously computed results for speed, so first frame took about 15 minutes (computing everything) and consequent were about 2..3 minutes (computing only new bits). Regards, Dmytry.