Re: Material, seamless_circular_noise-cloudy

2006-02-20 Thread studio
 Jyrki did some experiments some time ago - see RS web 
 gallery/Animations/Experimental.

   Mark , your 'Mill.avi' is just above Jyrki's cloud anim .
Nice Mill ! I didn't know you ever finished such a polished
collision detection anim .

   Some nice anims on the gallery page to download . Seems
something's wrong with the big 19MB Divx 'Seasons Greetings' .
The smaller mpeg1 on the experimental page looks great though .

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




Re: Material, seamless_circular_noise-cloudy

2006-02-20 Thread Mark Heuymans

On Mon, 20 Feb 2006 09:15:44 +0100, studio [EMAIL PROTECTED] wrote:


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


   Mark , your 'Mill.avi' is just above Jyrki's cloud anim .
Nice Mill ! I didn't know you ever finished such a polished
collision detection anim .




I rendered several versions back then, I think this wasn't the best one:  
some stray balls rolling to the right out of themselves ;)
This was 2004, I haven't tested RS native collision since then, who knows  
improvements were added?


BTW all credit to Jyrki's cloud animation, it looks really fluffy!





   Some nice anims on the gallery page to download . Seems
something's wrong with the big 19MB Divx 'Seasons Greetings' .
The smaller mpeg1 on the experimental page looks great though .

studio




It's playing well here (a bit blocky)...
It's a must: some really promising new V6 features that could  
revolutionize landscape rendering in RS!



-Mark H


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: 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



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: 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