Re: Material, seamless_circular_noise-cloudy
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
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
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
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
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
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
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
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