static Posted January 12, 2011 Share Posted January 12, 2011 http://www.blendernation.com/2011/01/08/effects-compilation-by-victor-de-la-cruz/ Pretty awesome stuff! Quote Link to comment Share on other sites More sharing options...
ikarus Posted January 12, 2011 Share Posted January 12, 2011 i wonder if the "volume with particle density" is similar to what krakatoa does. getting that level of detail and smoothness with particles-to-volume in houdini is pretty expensive as far as i know Quote Link to comment Share on other sites More sharing options...
static Posted January 12, 2011 Author Share Posted January 12, 2011 (edited) i wonder if the "volume with particle density" is similar to what krakatoa does. getting that level of detail and smoothness with particles-to-volume in houdini is pretty expensive as far as i know it's usually a memory and storage issue, since you have to sim all the particles before rendering in houdini, whereas krakatoa relies on generating points at rendertime. Of course, there's always delayed load geometry shaders... Edited January 12, 2011 by static Quote Link to comment Share on other sites More sharing options...
Marc Posted January 12, 2011 Share Posted January 12, 2011 That's great work. I'm constantly surprised by this new version of Blender. Also on that site is a video for their upcoming 'sculptris' type sculpting tool... very nice indeed. M Quote Link to comment Share on other sites More sharing options...
Macha Posted January 13, 2011 Share Posted January 13, 2011 Wow, that's pretty cool stuff. I might have to give it a go. Quote Link to comment Share on other sites More sharing options...
pgrochola Posted January 13, 2011 Share Posted January 13, 2011 (edited) that's cool indeed. The fur combing tools rock as well, each strand of hair is a bunch of particles that you can push around in real time. Really quick and controllable. Wish same thing was in Houdini. Wow, that's pretty cool stuff. I might have to give it a go. Edited January 13, 2011 by pgrochola Quote Link to comment Share on other sites More sharing options...
Andz Posted January 13, 2011 Share Posted January 13, 2011 Wow, that's pretty cool stuff. I might have to give it a go. I have switched to Blener from 3dsmax here at work. Although all we do is low poly for games. Some things that I really like about it are: - fast modeling once you get used to it; - rigging; - texture painting; - ultra lightweight/flexible work environment ( ). Quote Link to comment Share on other sites More sharing options...
lisux Posted January 13, 2011 Share Posted January 13, 2011 Yep Blender is getting better and better. I think that once the 2.5 release was stable and get more mature it will begin to be a really good alternative for many studios. Having Blender I cant see the adventage of use Maya, 3DStudioMAx, Lightwavw, XSI .... The only good thing for Houdini is that Blender is following the same approach as the rest of the world, is not in the fully procedural world like Houdini. Quote Link to comment Share on other sites More sharing options...
Andz Posted January 13, 2011 Share Posted January 13, 2011 (edited) ... Having Blender I cant see the adventage of use Maya, 3DStudioMAx, Lightwavw, XSI .... The only good thing for Houdini is that Blender is following the same approach as the rest of the world, is not in the fully procedural world like Houdini. THIS guy is trying something on that line, and he even uses the word "Houdinification" at some point :-) Edited January 13, 2011 by Andz Quote Link to comment Share on other sites More sharing options...
Marc Posted January 13, 2011 Share Posted January 13, 2011 Looks more like ICE-ification to me . And their hair grooming tools are fantastic, I really wish Houdini had similar functionality. M Quote Link to comment Share on other sites More sharing options...
matt Posted January 15, 2011 Share Posted January 15, 2011 i wonder if the "volume with particle density" is similar to what krakatoa does. Nope, it's not point rendering, it's basically doing ranged lookups in a point cloud. Blender's volume renderer is using its 'texture' interface to get shading properties (density, emission, etc) per sample. So there's a voxel data texture (which retrieves filtered voxeldata from things like smoke sims), a point density texture, or you can also use the built in 3d procedural (eg. noise) textures. It may probably be faster (at the expense of memory) to bake such point clouds to a voxel data structure and render that rather than sampling the point cloud at render time, but it's a quick way to get feedback rendering particle systems etc. Quote Link to comment Share on other sites More sharing options...
Andz Posted February 10, 2011 Share Posted February 10, 2011 That's great work. I'm constantly surprised by this new version of Blender. Also on that site is a video for their upcoming 'sculptris' type sculpting tool... very nice indeed. M By the way, Farsthary was hired by 3D Coat team, and is now implementing that unlimited-clay tool in 3D Coat http://farsthary.wordpress.com/2011/02/08/first-baby-steps-of-liveclay-feature-in-3d-coat/ Quote Link to comment Share on other sites More sharing options...
Fabiano Berlim Posted February 10, 2011 Share Posted February 10, 2011 THIS guy is trying something on that line, and he even uses the word "Houdinification" at some point :-) That's great! Is always good to have a competition! 3D Max going to nodes and ICE development is awesome to houdini users. It will make SESI go even further to maintain Houdini's quality. Quote Link to comment Share on other sites More sharing options...
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