Re: Material, seamless_circular_noise-cloudy

2006-02-19 Thread studio
 The first attached image is showing the outside. The other has camera put  
 inside the cloud (using different settings also). I used 100 volume  
 samples, so rendertimes? Yes, there are rendertimes... So although it  
 looks good it's pretty unusable due to insane rendertimes 

Remember Mark's Marble ? :

 Summer of '05 ? No ? Basically it was the usage of Mark's
cloud Mat (I trimmed the six thousand lines of trailing text
from the bottom of your mail so that I could include it below) .
**

Mark :

   Here is a really simple rendering , of a sphere with an Earth mapping
(thanks edmond) using your Volumetric Cloud shader . I don't think I did
too much there , except change your Distant Light out for a Spotlight .

Anyway , a 36 Minute render , Ray Traced shadows ...
http://www.studiodynamics.net/images/marks_marble_shad.jpg

 and then shadows turned off   Four minute render ;
http://www.studiodynamics.net/images/marks_marble.jpg
Cheers Mark !


studio
www.niagara.com/~studio
www.studiodynamics.net



Re: Cloud shadows on a landscape

2006-02-19 Thread George Jenner

Neil Cooke wrote:


Hi George,

No good for a planetary or low orbital POV but for ground level ... 
maybe.


Thanks for that Neil.  I've just got a similar effect using the cloud 
material mapped to the light.  Change the shader to light properties and 
change the output from colour to scope.  Haven't tried it in the scene 
yet, but seems ok.  I'll try your method too and see which is best.




Point is that at this POV you dont need shadows to tie into clouds ... 
this is never visible to a human on the ground.


Worked that out :-) But they have to vaguely match in density.

Thanks again
George



Neil Cooke

- Original Message - From: George Jenner 
[EMAIL PROTECTED]

To: user-list@light.realsoft3d.com
Sent: Sunday, February 19, 2006 12:36 AM
Subject: Cloud shadows on a landscape



Greetings

Well after the success of last weekend's ploughing I thought you needed
another challenge :-)

I have a sky coloured using Tim Borgmann's VSL cloud from Realsoft
downloads.  Now I want to use the same material to put shadows of clouds
on the landscape.
It's easy to make a slide projector using a bitmap (it's in the manual -
light properties, illumination = texture (map coords - parallel map to a
distant light), but I can't seem to get anywhere using a procedural
shader.

So what are my options?  Render the sky to a bitmap and use that?  I'd
rather use the sky material to easily change the density of clouds in 
the

sky and shadows at the same time.

I thought of making a mask to put in front of the light, but how do 
you

do that for a distant light?  Doesn't make sense for a light that is
infinitely wide.  Neither does mapping a bitmap to it, for that matter.

And ideas?  This must have been done before.  If anyone remembers links
I'd be mucho grateful.

Thanks.  But now I have to go thermally morph some disk projections of
lactofarinacious colloid for lunch. (pancake time)
George









Re: Material, seamless_circular_noise-cloudy

2006-02-19 Thread studio
 Jyrki did some experiments some time ago - see RS web 
 gallery/Animations/Experimental.
 Vesa 

Yes (hi Vesa) :

  As I make mention in the Planetary Tutorial ... 
http://rswiki.matthias-kappenberg.de/index.php/Planetary_Project_Tutorial
Jyrki did get the ball rolling with his volumetric cloud animation
tests using Mark Heuymans shader (someone please correct me if I
have my facts mixed up) .

 I did some more work in this area and the 'Mark's Marble'
renderings were a kind of result (below) .
http://www.studiodynamics.net/images/marks_marble_shad.jpg

   Really should do a tutorial about that whole era of
RS procedural experiments , since they appear to be a
bit forgotten already .

studio
www.niagara.com/~studio
www.studiodynamics.net



A newer script

2006-02-19 Thread Zaug
I think my attempt at humor in the subject line was to long for the spam
filters as the other mail about this did not come through.

Anyway there is now, a near complete rewrite of this script again
available on the Real GreebleZ! page.

Here is the original message :

Subject:
and Timo said btw, you really should make a 'separate' script that
separates the selected faces to a separate object; peolple have been
asking for that for ages


Oh, have they ?

Introducing
Real Zeparator!

Get it here:
http://www.catmtn.com/realgreeblez.php

Cheers,
Zaug



-- 
My love of the  halfling's leaf has clearly slowed my mind.
8?o


Re: Material, seamless_circular_noise-cloudy

2006-02-19 Thread Vesa Meskanen

Hello,

You say _brute-force_. Are there other methods that can be used? I know 
the game industry is looking into approaches made available with DX10. 
Then again, not sure if it deals with selfshadowing or just simple 
volumetrics, haven't really looked into it.


I guess if you have any knowledge - in advance - of the nature of the fog, 
you can save majority of the computations. For example, if the fog is so 
thick that rays penetrate only a fraction of the average thickness, the 
approach of stepping into the volume until  some  limit value  is reached is 
much quicker.  And there's no limit how much you can 'fake' or precompute an 
effect. The more parameters you fix, the quicker it gets. The final limit is 
a pre-rendered image, which can be shown instantaneously:)



Best regards,

Vesa





Re: A newer script

2006-02-19 Thread Zaug
I guess you are used to this multiple posting when I put out something,
but still am sorry I am not more organized or perhaps less anxious :)
Anyway, I did a tiny update that eliminates my debugging print messages.

:P

Zaug wrote:

I think my attempt at humor in the subject line was to long for the spam
filters as the other mail about this did not come through.

Anyway there is now, a near complete rewrite of this script again
available on the Real GreebleZ! page.

Here is the original message :

Subject:
and Timo said btw, you really should make a 'separate' script that
separates the selected faces to a separate object; peolple have been
asking for that for ages


Oh, have they ?

Introducing
Real Zeparator!

Get it here:
http://www.catmtn.com/realgreeblez.php

Cheers,
Zaug



  


-- 
My love of the  halfling's leaf has clearly slowed my mind.
8?o



Re: Material, seamless_circular_noise-cloudy

2006-02-19 Thread Mark Heuymans

On Sun, 19 Feb 2006 11:32:03 +0100, studio [EMAIL PROTECTED] wrote:


Jyrki did some experiments some time ago - see RS web
gallery/Animations/Experimental.
Vesa


Yes (hi Vesa) :

  As I make mention in the Planetary Tutorial ...
http://rswiki.matthias-kappenberg.de/index.php/Planetary_Project_Tutorial
Jyrki did get the ball rolling with his volumetric cloud animation
tests using Mark Heuymans shader (someone please correct me if I
have my facts mixed up) .

 I did some more work in this area and the 'Mark's Marble'
renderings were a kind of result (below) .
http://www.studiodynamics.net/images/marks_marble_shad.jpg

   Really should do a tutorial about that whole era of
RS procedural experiments , since they appear to be a
bit forgotten already .

studio



Garry:

Yeah, more proof that the mailing list is very volatile. Old stuff, June  
2005. The main trick was to use a steep curve to map noise turbidity to  
itself, to get areas of dense fog and relative clarity instead of a blurry  
noise.


I'm using volumetrics routinely. It's slow (maybe problematic for  
animations) but despite that: really useful!
For example, I use a gradient fog material, getting a blue-white sky  
gradient and volumetric shadows at the same time.


Will be included in the -hopefully upcoming- Wiki tut.


-Mark H


Re: Material, seamless_circular_noise-cloudy

2006-02-19 Thread Mark Heuymans
On Sun, 19 Feb 2006 23:57:14 +0100, Vesa Meskanen [EMAIL PROTECTED]  
wrote:



Hello,

You say _brute-force_. Are there other methods that can be used? I know  
the game industry is looking into approaches made available with DX10.  
Then again, not sure if it deals with selfshadowing or just simple  
volumetrics, haven't really looked into it.


I guess if you have any knowledge - in advance - of the nature of the  
fog, you can save majority of the computations. For example, if the fog  
is so thick that rays penetrate only a fraction of the average  
thickness, the approach of stepping into the volume until  some  limit  
value  is reached is much quicker.  And there's no limit how much you  
can 'fake' or precompute an effect. The more parameters you fix, the  
quicker it gets. The final limit is a pre-rendered image, which can be  
shown instantaneously:)



Best regards,

Vesa



Hi Vesa, list,

Would that be possible in V5 VSL already? 'Smart volume sampling', I like  
the sound of it ;)



Thanks for going into this  happy clouds,

Mark Heuymans