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schwungsau

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Posts posted by schwungsau


  1. 7 hours ago, nicoladanese said:

    hey Heribert! thanks for your reply

    I tried min/max samplese to 3/9 and diffuse quality 10, definitely got rid of 90% of the noise, but the render time went from 25 minutes to more than 3 hours and a half! too bad you end up spending most of render time rendering the environment rather than the fire itself...I wonder if there's a smart way of converting the fire into something a little simpler to lit the env without using the actual fire cache...some kind of emissime mesh tinted with the color of the fire...

    oh you using the volumes to light env. !   this is always expensive to render.....

    a common solution is, to mesh out the heat or temperature field as simple poly object give it a orange/yellow texture and use it to light the envr.  looks pretty nice and render a hell lot faster.

    btw. the only "rea"l solution is this here:
    http://www.cemyuksel.com/research/lgh/lgh-high.pdf

     

     

     


  2. On 1/30/2017 at 3:46 AM, haggi said:

    Could you explain this a bit further what you mean by transferring the flip particles? Do you mean to transfer them from one container to another if they hit the boundaries similiar to a distributed sim?

    there many ways to transfer flip particles to another constainer. you simulation waterfall there is no need to sim the falling water and lake, where the waterfall hits it in the container. sim first the waterfall and the sim the lake. in his current example i split the sim in 5 different containers to maximize resolution.

    • Like 2

  3. 9 hours ago, Thomas Helzle said:

    Yeah, the shader is nice, but it doesn't do any displacement, that is done and animated in the vopsop...

    But I don't want to derail your thread with this.

    As you were ;-)

    Cheers,

    Tom

    its just a thread not a gallery ;)
     

    just checked mantra, vray, octane or arnold does not support motionblur with displacement maps.... it apperars to be a lightwave only feature...

    • Like 2

  4. 30 minutes ago, Thomas Helzle said:

    Hey Guys, great topic :-)

    I just tried to get sub-frame-displacement-animation to work in Mantra and seem unable to achieve it - anybody got it to work like we could in messiah:studio or Lightwave, where the displacement amount or a fractal noise position is animated within the span of a single frame, then cycled and the result rendered with motion blur? Or does Mantra simply not support this?

    Cheers,

    Tom

    it works the some way. To drive your displacemen,t you can not use "$F"  (fullframes) for driving your displacement offset. you need to use  regular keyframes, $FF or  $T*24. In mantra you need to set the geo-samples up to 10 or something. it works with  pointvop or displacement textures. i will post example scene later on....

    • Like 1

  5. 2 hours ago, stickman said:

    enpeeeaaarrrrr!!!!!!
    Really looking forward to what houdini might be able to do for me... I really, really love npr or rather np authoring toolsets. Here's a few videos of a tool I went broke trying to finance. First, prototype:

     

    houdini have a lot potential, mantra is extreme hack-able for this kind of stuff... its also area which  i wanna get into it.

    also check out http://photodonut.com/ --> pretty cool and node based


  6. 3 hours ago, stickman said:

    rbowden... thanks for this reply... very helpful!
    I have an additional question (hope it's okay to add to this thread)... I like to manually correct sims in other software (specifically LW / modo). I see some sculpting options in houdini, but haven't discovered a workflow-friendly method (or tool such as chrono-sculpt) with which to sculpt particle sims, mesh sequences, etc.
    I suspect I'm just searching under the wrong words... is there such a tool / workflow? Pointers appreciated.

    There much better options then chrono-sculpt in Houdini. (basically, you could build a rig which works like chrono-sculpt). its my favorite workflow --> shoot particle in some direction and make cool in post processing --> artist friendly and fast.
    but there is no one node-do-it all-tool.  Typically you start with sculpting / upresing particles before you start to mesh --> this make meshing fast and efficient and looks better then just drop down a fluid surface node. maybe, i do to tutorial on this.
    you should look in pointclouds. pointclouds can calculate stuff are very fast, you can get normals and/or density on particles --> you will have attributes like a mesh --> now you can sculpt, displace or deform your particles like mesh in zbrush or build custom deform tools etc.


  7. 32GB is more then enough for this kind of sim's..... i had 200million particle with 32GB without problems. 
    its about how to plan your simulation.  first things, i plan the  efficiency of the flip container. most setup i see, they huge fliptank where 80-90% is emty and not used  --> it still used full ram and calculation power --> 90% waste of Ram.

    slicing up container and transfers the flip particles is faster, efficient and you pump in more resolution, that's one way to optimize simulations.

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