Symbolic Posted January 14, 2008 Share Posted January 14, 2008 Hi, I am trying to render an i3d teapot... I have the teapot created out of metaballs... and the workflow follows as below: model (metaball teapot) -> export shader: VEX Meta Cloud (default) -> export MANTRA: 3D Texture Generator ( creates the *.i3d file) then A FOG object pointing to the *.i3d file (isoSurface) -> import shader assigned to the FOG object: VEX 3D Texture Fog (reads in the *.i3d file) I do not know what is wrong... but it is a messy workflow... and it is either slow... or blank... something is wrong. Here is the file: cloud_teapot_end_v11_post.hipnc Thanks for any help. Quote Link to comment Share on other sites More sharing options...
Symbolic Posted January 14, 2008 Author Share Posted January 14, 2008 ...I am confused about: Which shaders are used for creating *.i3d? Which shaders have to be assigned or linked back to the *.i3d file later? At what level we give the shape of the clouds... at the shader that is exported as *.i3d? ...or the shader later linked to the *.i3d? Thanks. Quote Link to comment Share on other sites More sharing options...
Symbolic Posted January 14, 2008 Author Share Posted January 14, 2008 This was one of the results that I got at some point... I do not know how I got it: Quote Link to comment Share on other sites More sharing options...
Tamis Posted February 9, 2008 Share Posted February 9, 2008 I have the same issue, gave it a rest. i know it's a surface shader, don't know how it's done tho. Quote Link to comment Share on other sites More sharing options...
Symbolic Posted February 10, 2008 Author Share Posted February 10, 2008 I gave it up for now... Never was able to create nice clouds! If somebody knows a better technique than i3d... please help... or any workflow help related to i3d would be a great one... cheers. Quote Link to comment Share on other sites More sharing options...
diana Posted February 23, 2008 Share Posted February 23, 2008 do you have an add node in the fog obj? put the render flag on add SOP, turn off the tea cup obj, try render again. is your clouds density too high? Quote Link to comment Share on other sites More sharing options...
Jason Posted February 23, 2008 Share Posted February 23, 2008 You could try using some Metaballs for the rough modeling layout -> IsoOffsetSOP (FogVolume/Metaballs mode) -> VolumeMix (User mode with expressions like sturb($X,$Y,$Z,2). Quote Link to comment Share on other sites More sharing options...
Symbolic Posted February 23, 2008 Author Share Posted February 23, 2008 do you have an add node in the fog obj? put the render flag on add SOP, turn off the tea cup obj, try render again. is your clouds density too high? to be honest... I really do not know what was on or off... what is the add node for? I just remember to be very disappointed and confused. If some one has a time... and post a sample workflow file some time... it would be a gret help... or suggest any other way of creating clouds. Thanks for your interest in this topic. Quote Link to comment Share on other sites More sharing options...
michal Posted April 30, 2008 Share Posted April 30, 2008 hi, I did a simple test and it looks a little bit better. Quote Link to comment Share on other sites More sharing options...
Guest Swann Posted April 30, 2008 Share Posted April 30, 2008 (edited) Hi everybody Some time ago on 3d buzz we did some tests with i3d and from what I remember it end up on on generating i3d file, then read with iso surface and add shaderSOP with VolumeCloud shader applied in surface, no fog objects and bouding boxes. Pretty easy and fast, and gives good results, from what I see here much better than this. Check this: I3d Edited May 1, 2008 by SWANN Quote Link to comment Share on other sites More sharing options...
Guest Swann Posted April 30, 2008 Share Posted April 30, 2008 (edited) And here are render examples. EDIT: In all examples I3d texture resolution is set to 128x128x128. Edited May 3, 2008 by SWANN Quote Link to comment Share on other sites More sharing options...
Symbolic Posted May 1, 2008 Author Share Posted May 1, 2008 hi, I did a simple test and it looks a little bit better. Hi michal, This looks much much better. What is your workflow... Could you post a file? Thanks! Quote Link to comment Share on other sites More sharing options...
curveU Posted May 2, 2008 Share Posted May 2, 2008 hi, I haven't tried it yet, but I know there is a tutorial in the old Houdini 8 document Volumetric Effect, do the similar thing. Quote Link to comment Share on other sites More sharing options...
Symbolic Posted May 2, 2008 Author Share Posted May 2, 2008 Hey! Thanks. Thats a cool resource. Cheers. Quote Link to comment Share on other sites More sharing options...
nnnnn Posted May 3, 2008 Share Posted May 3, 2008 Hi michal,This looks much much better. What is your workflow... Could you post a file? Thanks! Here is the file cloud_teapot_end_v11_post_corrected.hipnc Quote Link to comment Share on other sites More sharing options...
Symbolic Posted May 4, 2008 Author Share Posted May 4, 2008 Here is the file Thanks alot. I will have a look. Quote Link to comment Share on other sites More sharing options...
zasid Posted May 4, 2008 Share Posted May 4, 2008 Thanks Micheal for sharing the file . Quote Link to comment Share on other sites More sharing options...
nnnnn Posted May 5, 2008 Share Posted May 5, 2008 I am not Michael Quote Link to comment Share on other sites More sharing options...
MENOZ Posted July 26, 2008 Share Posted July 26, 2008 hello,sorry for the noob question. in the SHOP context i see there is a billowy_smoke material. this is applied to the geometry that will read the i3d from disk. what are the other two shaders? it seems they arent used. right? :bag: Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted July 27, 2008 Share Posted July 27, 2008 hello. Looks like the v_metacloud1 is used (by the Texture 3D generator), but the v_fluffy1 SHOP is not used, I don't think. What happen is that i3D file is generated from the metaball points using v_metacloud to determine how features are to be generated. Once i3D file is generated, the ISOSurface SOP is used to read the file in, which then that geometry has billowy_smoke shader attached for the volume rendering process. Alternatively, you may also like to check out the Mantra: Image3D Volume Procedural to render the i3D too. I think this should a bit more efficient memory-wise (is this correct, someone?). Quote Link to comment Share on other sites More sharing options...
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