mightcouldb1 Posted June 15, 2010 Share Posted June 15, 2010 I believe that image was rendered with krakatoa. Krakatoa can render voxels or points and it has the ability to blend voxels based on a filter radius. You're bound to get grain when rendering points. Even eetu, who rendered 400 million particles with mantra, still had grain. Quote Link to comment Share on other sites More sharing options...
ikarus Posted June 16, 2010 Share Posted June 16, 2010 not as fancy as the soft-liquid particle sims here but still a particle sim none-the-less i originally was trying to create a rather complicated algorithm in vops but just dumped that and did a simple plug-and-play vop with worley noise instead Quote Link to comment Share on other sites More sharing options...
slayerk Posted June 18, 2010 Author Share Posted June 18, 2010 (edited) some update. fluid shader test. in this time raw render, not any compositing. Edited June 18, 2010 by slayerk Quote Link to comment Share on other sites More sharing options...
CeeGee Posted June 18, 2010 Share Posted June 18, 2010 Nice work, very smooth render... Quote Link to comment Share on other sites More sharing options...
cabra Posted June 19, 2010 Share Posted June 19, 2010 Niceeee tesssttttttssss. Quote Link to comment Share on other sites More sharing options...
horipoi Posted June 24, 2010 Share Posted June 24, 2010 all these examples are very intresting, but main problem of all such particle simulations is ugly grain on semi-transparent areas. miguel salek's test (in attachment) very clear. is any ideas how to make these? Interesting topic. What about rendering metaballs parsing color and opacity. I tried directly on houdini and obiously it became pretty slow, so the idea is doing a custom dso to create the mesh on render time, like realflow sort of. Im gonna try doing a python dso just to see how slow the convertion is (should be slow). At least the geo delays from renderman seem to work quite good. I was trying to figure out this issue long time ago, new ideas are welcome Quote Link to comment Share on other sites More sharing options...
slayerk Posted June 24, 2010 Author Share Posted June 24, 2010 Interesting topic. What about rendering metaballs parsing color and opacity. I tried directly on houdini and obiously it became pretty slow, so the idea is doing a custom dso to create the mesh on render time, like realflow sort of. Im gonna try doing a python dso just to see how slow the convertion is (should be slow). At least the geo delays from renderman seem to work quite good. I was trying to figure out this issue long time ago, new ideas are welcome also maybe a few layers (4 or 5) of 2d (or close to 2d - like 1000x1000x4) hi-res fluids rendered separately (or together) and composited together. any kind of fluids shaders, like pictures above. Hawshaw to see some tests to confirm the hypothesis. Quote Link to comment Share on other sites More sharing options...
Atom Posted May 27, 2015 Share Posted May 27, 2015 I tried RonensArt BoxInk file but all I get are grey spheres. What is the trick to making it look like ink? Quote Link to comment Share on other sites More sharing options...
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