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Posts posted by schwungsau
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On 5/23/2016 at 6:04 PM, Jero3d said:Awesome stuff Heribert! It's really motivating to see your work! I started watching the video you posted, it's great to learn how to do fractals. Here is my first attempt, doing the koch snowflake. I'm leaving the hip file in case anyone is interested(Also feedback on my system and how to improve it is very welcome!)
nice, never trired the snowflakes in houdini
anyway.... this video explains the impact of mandelbrot on cgi
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11 hours ago, ciliath said:Sweeeeeeeet!!! Really beautiful.
Could you give some hindsight of how you produce these fractals?
some much so explain. fractals --> you start with simpler GEO like curve or cube, copy and translate it randomly a little and repeat this setup over and over again. After you messaure length of splines, calculate density with point clouds and mix together with to ramp colours for multiply it with extrude Parameters etc...
this is a good Talk, how basic fractals works :-
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this i am starting new Project: meshing fractals into real Geo.
Last year, i've to created "fancy 2.5D" splines fractals. this year i bringing it to "3rd Dimensions". this are basic primitive rendering which i plan to use in huge scene. goal : manage Billions of polygon's / Data in a efficient way. the final scene will 1000 times complexer Geo.
this are simple Geo / renderings:-
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hi,
it depends on the render engine you choose.
If you are comparing a brute force path tracer to irradiance cache then Vray and modo will always be faster, but they take longer to setup to get rid of the splotches. But, I think any path tracer will be slow in interior rendering. In corona always use Path tracing and HD cache when rendering interior.
Take a look at the images I have attached it will give you a really good idea of the difference between pure path tracing and combining it with something like light cache in Vray or HD Cache in corona.
However the interesting thing in the images is that vray brute force is a lot noiser than corona path tracing with same number of gi bounces in a 5 min render.
I also recently rendered some particle and fur tests with corona on my machine - i7 920 roughly 4-5 mins per frame at 720p only path tracing. They are a little noisy but it's a good example of what corona can be capable of once it properly supports particles and fur.
regards
Rohan
as user --> it does matter. what technics are used. important is speed, quality and easy setup..... even if it written blitzbasic.... there so many pathtracer outside there most of them in alpha or beta. most a lack of important feature. so far furryball is only one, which can be called "production" ready. look each student writes he own tracer engine. lets see which ones turns out as "useful".
so far i like furryball, octane and blender's cycles. cycles is less realistic but really nice look. waiting for sombody make houdini integration for cycles....
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the corona render is kinda slow compared to modo or vray..... for the in door stuff
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you have feed the velocity into matrix, get inverted camera matrix and multiply it with the velocity. the write the result into color and render it.
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pretty cool !
the blue glow stuff doesn not work with warm lighting....
yep, houdini need some gpu-renderer to make speed things up like occlusions.
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why try fracture the whole building ?
fracture the wall individual --> problem solved
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retiming fluids is always complicated. speeding fluids up is much more easier. for slowing you need complex calculation to get proper "inbetween" frames.
slowing down just with simple linear interpolation--> you will get stepping / wired motion.
in one of my last production we had 2 different method/tools for slowing fluids down. its takes extra calucation time, it was always limited and/or losing a lot of resolution.
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pretty cool !
meshing fractals
in Finished Work
Posted · Edited by schwungsau