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

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

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

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

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

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 ...

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