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Cloud shape creation.

 
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vbk!!!
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PostPosted: Tue Nov 01, 2011 6:59 am GMT    Post subject: Cloud shape creation. Reply with quote

Hello,

After reading the artcile about Rio and the cloud asset management of blue sky, I decided to try to do "the same".

There is now some result.
The first is the mesh creation to control the shape of the cloud. For me, it's a 3 layers mesh.
The main problem is the amount of point at the end of the process and the issue it brings to the final isooffset fog creation.
It's not possible to create clean isooffset with the 3 layers merged together.
So a first isooffset mesh is create for each layer and this 3 iso ( primitives) are merged and linked to a ForEach Sop.
Inside this Sop, there is a Volume Mix Sop to merge all the 3 iso in one volume primitive.
And everything is export in i3d.

Now I plan to add noise to this shape and find a way to render it as best as possible.
If someone have some link about SSS for volume render .... It's nice ( even if I am afraid of my math level compare tothe paper I tried to read already).

++

Vincent



base_vol.jpg
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detail view of the cloud
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base_vol.jpg



opengl.jpg
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iso from the 3 differents bunchs of spheres
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opengl.jpg



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vbk!!!
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PostPosted: Tue Nov 01, 2011 9:34 am GMT    Post subject: Reply with quote

Ok I used the workflow form CMivfx fractal tut.
For now my cloud has a 3 layers turbonoise to displace it ...


++

Vincent



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nzabala
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PostPosted: Tue Nov 01, 2011 7:18 pm GMT    Post subject: Reply with quote

Its looking really good so far
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vbk!!!
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PostPosted: Thu Nov 03, 2011 5:14 am GMT    Post subject: Reply with quote

here is the firtst render with this workflow.
The balls of the main shape are to present for now and there is some strange little " transparent" lines appaearing at the bottom of the cloud ...

++

Vincent



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nzabala
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PostPosted: Thu Nov 03, 2011 11:56 am GMT    Post subject: Reply with quote

Cool, how did you manage with the SSS??
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vbk!!!
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PostPosted: Thu Nov 03, 2011 12:49 pm GMT    Post subject: Reply with quote

there is no sss
is a trick taken from a thread on odforce forum.
http://forums.odforce.net/index.php?/topic/12923-pyroclastic-noise-demystified/page__hl__pyroclastic__st__36

I had the time for a last render
19 min on 6 threads of 3Ghz i7
It's a bit long IMO ... and I am not able to get some nice godrays for the moment Crying or Very sad

++

Vincent



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vbk!!!
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PostPosted: Fri Dec 02, 2011 5:07 am GMT    Post subject: Reply with quote

I rebuild the tool.
I gave up I3d and now focus on Point cloud ...
I made new cloud shape creator. I export from it 3 PCloud files.
PointCloud data are used to render volume.

++

Vincent



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vbk!!!
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PostPosted: Fri Dec 02, 2011 5:51 am GMT    Post subject: Reply with quote

Now the procedural volume rendered from point clouds.
I created my own mutlifractal procedural texture for this and I try to fade the bottom of the cloud too.


++

Vincent



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asnowcappedromance
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PostPosted: Sun Dec 04, 2011 4:12 pm GMT    Post subject: Reply with quote

looking great so far! can you please elaborate how exactly you're using point clouds to get this done?
keep the great stuff coming,

cheers!

Manu

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Manuel Tausch
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vbk!!!
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PostPosted: Mon Dec 05, 2011 10:44 am GMT    Post subject: Reply with quote

@ manu :
The screen shot of the opengl shows sphere primitive because my first tests was to create i3d files. Create volume from object is faster with primitive.
Now it's possbile to use polygon directly.

- First layer, some point and copy sop to get the "big ball" shape.
- Second layer. With copy sop and scatter sop I clone some sphere meshes. Radius is decided with expression based on the normal Y ($NY) of the scatter points.
-Third layer.Cookie sop between 1st and 2nd layer. Scatter sop on theses polylines. I use the points with another copy sop.
I create an attribute to keep radius for each layer and I render 3 point clouds.
Afterward, within a vex shader builder shop, I import my 3 point clouds and get the "initial" volumetric sphere reading the radius attribute. I apply a multifractal over it and another procedural to simulate advection. Finally I try to decrease the density at the bottom of the cloud.

Now I am testing the lighting ...

++

Vincent



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asnowcappedromance
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PostPosted: Mon Dec 05, 2011 12:53 pm GMT    Post subject: Reply with quote

thanks for the explanation dude!
your fake sss is looking good, it's a neat trick!

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Manuel Tausch
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dulo
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PostPosted: Tue Dec 06, 2011 1:11 pm GMT    Post subject: Reply with quote

Looks really great !!!
Would you share your scene file ?
I would really be interested going through the file ..
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vbk!!!
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PostPosted: Tue Dec 13, 2011 10:46 am GMT    Post subject: Reply with quote

the files is a mess.
I'll prepare something clean as soon as I finished with this.
It progess.

I will begin some anim test now.

++

Vincent



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dulo
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PostPosted: Tue Dec 13, 2011 10:47 am GMT    Post subject: Reply with quote

vbk!!! wrote:
the files is a mess.
I'll prepare something clean as soon as I finished with this.
Vincent

Very Happy
waiting eagerly
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vbk!!!
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PostPosted: Wed Dec 21, 2011 3:16 am GMT    Post subject: Reply with quote

a little animation make with my cloud system.
http://vimeo.com/33996616
I will make some new shading test later.
Now it's time to clean everything and try to make real tools from the hip file.

++

Vincent

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PostPosted: Tue Jul 17, 2012 10:49 am GMT    Post subject: some ask for this ... Reply with quote

some ask for a hip file so ...
it's still a mess.

Inside the cloudshape, there is a subnet where you can find the setup used to construct the cloud, a shopnet with a cvex shader and some other stuff ...
I use an otl made by myself ( a multifractal vexop) and I don't how how to embedded it in hip file. So don't worry if it's missing.

Hope it helps



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PostPosted: Wed Jul 18, 2012 2:03 pm GMT    Post subject: Reply with quote

thanks a lot for sharing !!
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vbk!!!
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PostPosted: Tue Jul 31, 2012 5:19 am GMT    Post subject: Reply with quote

reupload the hip with embed otl ( i hope)
thx jacky to warn me.



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twelveplusplus
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PostPosted: Mon Nov 19, 2012 3:21 am GMT    Post subject: Reply with quote

Those are some happy little clouds. You are a regular bob Ross. Thanks for sharing your work. Smile


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vbk!!!
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PostPosted: Mon Nov 19, 2012 5:02 am GMT    Post subject: Reply with quote

Thanks.

I am trying to convert this work to otls now.
One asset for the cloud design and another one for the render part.

++

Vincent

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wei750830
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PostPosted: Fri Nov 23, 2012 4:08 am GMT    Post subject: Reply with quote

wow this is so cool stuff.
how is the sim & render time?
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vbk!!!
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PostPosted: Sun Nov 25, 2012 8:40 am GMT    Post subject: Reply with quote

I don't remember the render time but it was long. The fact was I didn't know how to optimize it Embarassed
There is no sim for this project. The clouds are created with vex volume shader and pointclouds ( 3 point clouds ) . Each point cloud storing radius and position info.

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PostPosted: Thu Dec 13, 2012 11:24 am GMT    Post subject: Reply with quote

I've got time for a little update.
22 minutes with my 8 cores 3Ghz to render theses images.
I gave up point cloud and use i3d and sdf now : point cloud was to long to render I don't know why.

This render comes with a couple of questions :

First, I would like someone to explain me the "calcOpacSubNet" subnet of the basic smoke shader, especially the DpDz part ... I took it from the Basic Smoke Shader and I would like to know exactly what happens here !
See the whatsthis.jpeg image.

I have an issue with the light global variable "L" ( direction from light to surface) when I try to make it works with volume shader. I can make it work easily with surface shader : I can get a Light Incidence Angle gradient making a dot product between "L" and "N".
To get normal with volume I decided to use a sdf and a "gradient from file" node. The "incAngle.jpeg" is render this way.
But when I try with lights ( inside a Illuminance loop), I obtain the "backlight.jpeg" image.
The problem comes when I move the lights : the backlight image doesn't change Sad
The same process with surface shading works fine ...

thanks for your help

++

Vincent



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