mind billowed away?

On 31 March 2015 at 16:15, Ciaran Moloney <moloney.cia...@gmail.com> wrote:

> 40 frames per minute vs 1.2 frames per second.... not exactly blowing my
> mind.
>
> On Tue, Mar 31, 2015 at 4:07 PM, Cristobal Infante <cgc...@gmail.com>
> wrote:
>
>> and if you have a nice GPU like a titan X:
>>
>> https://vimeo.com/123128103
>>
>> On 31 March 2015 at 16:04, Cristobal Infante <cgc...@gmail.com> wrote:
>>
>>> This appeared today on the sidefx vimeo channel, possibly to late and
>>> not what you need but still interesting :)
>>>
>>> https://vimeo.com/123657201
>>>
>>> On 31 March 2015 at 13:05, Chris Marshall <chrismarshal...@gmail.com>
>>> wrote:
>>>
>>>> Oh yes, cool! I think that'll do what I need.
>>>> Thanks a lot!
>>>>
>>>>
>>>> On 30 March 2015 at 20:59, Schoenberger <x...@digidragon.de> wrote:
>>>>
>>>>>
>>>>> For the old school way: Check the SI sample scenes.
>>>>> https://vimeo.com/123662527
>>>>>
>>>>> I have created some ICE nodes to mimic the rotation of the "cloud
>>>>> chunks".
>>>>> It is simply based on the observation that particles rotate away from
>>>>> the center.
>>>>>  No Fluids= fast to simulate+render, over-all movement/scale can be
>>>>> adjusted with splines and cages, refinement without changing the
>>>>> movement.
>>>>>
>>>>> You just need a few particles. And you should probably not use many
>>>>> more, otherwise you loose the cell shape.
>>>>> Many overlapping particles with small density break the billowing
>>>>> look. And do not reduce the size.
>>>>> If you want to use use more, carve more of the particle away, that you
>>>>> have a few cell spikes.
>>>>> Render even less particles to view how you shape them via the render
>>>>> tree. And use the thumbnails in the render tree that you know what you are
>>>>> tweaking.
>>>>>
>>>>>
>>>>> Holger Schönberger
>>>>> technical director
>>>>> The day has 24 hours, if that does not suffice, I will take the night
>>>>>
>>>>>
>>>>>  ------------------------------
>>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
>>>>> *Sent:* Monday, March 30, 2015 6:11 PM
>>>>> *To:* softimage@listproc.autodesk.com
>>>>> *Subject:* Re: Billowing smoke
>>>>>
>>>>>  heres an old school particle volume  way you could still use
>>>>> slipstream with. demo scene with link
>>>>>
>>>>> https://vimeo.com/45430754
>>>>>
>>>>>
>>>>>
>>>>> On 30 March 2015 at 16:50, Chris Marshall <chrismarshal...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>>  OK yes looks very cool
>>>>>> Thanks
>>>>>>
>>>>>>
>>>>>> On 30 March 2015 at 16:37, adrian wyer <
>>>>>> adrian.w...@fluid-pictures.com> wrote:
>>>>>>
>>>>>>>   emfluid for sure!
>>>>>>>
>>>>>>>
>>>>>>>  ------------------------------
>>>>>>>
>>>>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris
>>>>>>> Marshall
>>>>>>> *Sent:* 30 March 2015 16:34
>>>>>>> *To:* softimage@listproc.autodesk.com
>>>>>>> *Subject:* Billowing smoke
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Hi,
>>>>>>>
>>>>>>> i need to do some thick billowing smoke and have Slipstream and
>>>>>>> Fury, but I'm struggling to get that thick smoke look. Just wondering if
>>>>>>> anyone can help or what alternative solutions are there?
>>>>>>>
>>>>>>> Thanks
>>>>>>>
>>>>>>> Chris
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>>
>>>>>> Chris Marshall
>>>>>> Mint Motion Limited
>>>>>> 029 20 37 27 57
>>>>>> 07730 533 115
>>>>>> www.mintmotion.co.uk
>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>>
>>>> Chris Marshall
>>>> Mint Motion Limited
>>>> 029 20 37 27 57
>>>> 07730 533 115
>>>> www.mintmotion.co.uk
>>>>
>>>>
>>>
>>
>

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