Mr Ron was busy till the late afternoon so meanwhile, I play with the same system for awhile until Mr Ron came in with a test he did. Here is the link to his test video -->
http://vimeo.com/23256903 , this is the one with motion blur but it takes quite long to render so Mr Ron remove the motion blur and play with colors to achieve another look -->
http://vimeo.com/23256928. The test was kind of similar to the ones I am testing/playing with. A tube emitter, a simple network with 2 OTLs e.g. Tangent and attribute transfer, to create the vector field. In the dopnet, seeds vorticle was included in the usual smoke set-up, a sopgeo to bring in the vector field, gasparticletofield for applying the field but the new things about this setup is a resizing bounding container which will resize according to that particular frame/size of smoke. The other new thing is the up-res smoke where the user can chose which res to work with to give greater detail.
For the particle fluid look/characteristic, object merge in the smoke node as a object mask and using a popnet with source and a voppop inside, converted smoke to particle which allows basic liquid shader to be applied. Attribute delete was implemented to remove unwanted data so as to reduce the amount of bytes for faster and take up less memory. Mr Ron also tweak the blur, density, shadow tab in the basic liquid shader.
vector field
new system
new additional nodes
particle fluid
test
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