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Posts posted by deecue

  1. Not that I'm trying to promote vray by any means, but beautifully done nonetheless... Would love to see more people (that actually have time) pursuing this kind of work in H with pbr..

    Third and Seventh:

    Breakdown 1:

    Breakdown 2:

  2. hello everyone. i was just curious if anyone still has the renderpasses.avi lying around and if they could please upload it one more time:)



    Hey Jonathan,

    I just got your PM.. If you're talking about the video posted above, the link should still be active and working.. I never took it off of there and still seems to be good.. Also, just as a heads up, a *lot* has happened in H since that video was made.. Might not be best place to start..



  3. I've run PFlow sims emitting 40million particles on my i7 with 6GB of ram, and it took less than 5 minutes, and consumed no more than 1.5GB of ram.

    10 gigs cached to disk (bgeo files, uncompressed).. not ram.. :)

    those 10 100,000 (mil) particles rendered in mantra fairly quick on my very old machine and took up ~700mb of mem.. i think mantra handled it fine and would probably tear through a ton more, you'll just want to manage it more carefully once you get in to 50 million particle range (esp regarding multiple point attr's)..

  4. yes, this would be the easy part.. to get out your random sequences, just simply write out the same particle sim with a wedge varying the seed of your popnet alone... the tricky part comes from the topics anamous has commented on: shadows, self-shadowing, and scattering.. on top of that, you're going to have to manage a lot of data and memory.. both in disk output (removal of some attrs may be necessary to keep size down) as well as memory management in the render itself (even with delayed load).. A six second sequence with ten 100,000 particle sims (1 mil total) might run you easily 10 gigs just for the geometry and standard attrs.. then the renders themselves could sky rocket in ram usage depending on everything else going on. and that's only for a million particles.

    so then you really want to break down the efficiency of it all to make it a useful tool.. even if you go the route of rending each pass separately and comping them together in post, you're only faking the depth of each render placed on top of one another and won't get the proper interaction from sim to sim regarding shadowing and scattering.. interesting topic indeed..

  5. beautiful experimentations.. i love them.. especially the first two.. not as crazy about the overall form of the third though. otherwise, great work!

    turntable is very nice as well.. if i had to nitpick, i'd say his calfs are a bit too big. i know this guy is built and everything, but they just appear a bit unnaturally large when compared to his quadriceps..

  6. Glad you were able to resolve it. However, I would still optimize your maps by working with your field of view and clipping planes. At least with the field of view, you'll actually use the whole map for what it's worth. No sense in having a 512x512 map and keeping the field of view so that you're particles are only taking up 10% of the space. Might as well use the whole resolution of the map that you're generating..

  7. well, at first it looked like a familiar issue from back in the day regarding shadow styles with deep shadow maps. A similar issue would come about when using the continuous option in certain situations, but now that's all gone with H9 and H10 and apparently the parameter is now considered obsolete.

    So with that in mind, it could still be a shadow map issue, and very possibly a resolution issue. Your deep shadow maps are really low res (128x128) *and* your particles are only taking up a *very* small portion of your light's field of view. So in reality, the only thing useful in your maps are probably taking up around 16x16 pixels once rendered. Not very detailed for several thousand metaballs.. :)

    Do a few things:

    1. Increase your map res, let's say 512x512 for now.

    2. Look through your light. Turn off the 'use cone angle for field of view' on the Light tab. Then reduce your projection angle so that it crops just the smoke in the scene at the point at which it's the largest. A value of 15 seems to do pretty well here.

    3. Optimize it further by limiting your near and far clipping planes in your shadow tab so that it only encompasses what you need.



  8. does the search function work properly or am i completely missing something.. trying to search multiple terms and not having much luck. for instance, i wanted to find out what happened to the shadow style parm for deep shads back in H8 (doesn't seem to be available in H10 even though it's mentioned in the docs)..

    So I tried searching "+shadow +style" and it only returns results for "shadow".. "shadow style" also does not seem to work..

    any thoughts?


    well ""shadow style"" seams to work.. but what if you wanted both words without being consecutive as in a sentence? ""shadow" "style"" spits back threads with either words, not both.

    edit #2:

    i also found what i was looking for regarding shadow styles over on the sesi forums:


  9. Wow, I haven't been on the listserv for a loooong time.. I should get back in to that.. Anyways, that one guy wouldn't happen to be George ElKoura by any chance would it? He was an engineer at sesi for a while and I believe he's been at pixar r&d for the last few years.. Maybe I should shoot him an email and see if he's heard anything..

  10. I heard a rumor the other day that pixar's fx dept had recently switched over to a houdini centric pipe.. can anyone confirm or deny this? it'd be interesting to know and a nice bump for sesi if true. obviously, there's gonna be a lot of proprietary stuff going on, but still cool nonetheless..

  11. i could be wrong but is it safe to assume that you don't have your glass in enclosed object (i.e. a box instead of sitting on a ground plane)? If so, it could be reflecting the whole lot of nothing in the 'black' empty sky above.. could be the number of bounces you've got going on as well.. did you turn down your reflect limit in pbr at all?

  12. To be fair, I don't think we've stopped updating our look :D.

    so true. :)

    looks good though.. a bit hard to determine the general threads section versus the pinned section at the top of each forum. Obviously, there's that 'pinned' tag that is easy enough to read but there was more of a visual separation in the last interface that I liked. Now everything just feels streamlined together as if they all have the same weight.. (If that makes any sense.)

    Also, all of my forums went back to being unread which was a bit daunting at first. I'm assuming this has to do with new cookies that needed to be generated. Not a huge deal but did this happen to anyone else?