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 >>>> >>>> >>> >> >