BF windows 2006/02/07

User-contributed CVS development builds. Please test and give feedback!

Moderators: jesterKing, stiv

LetterRip
Posts: 0
Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip » Wed Feb 08, 2006 1:39 am

for fluids what is happening is that the original meshes are turned into a voxel (volumetric pixel) representation. The behavior of the voxels is calculated, then for each frame a mesh representation of the voxels is generated. So finding a way to correspond the verts of meshes between frames is non trivial.

LetterRIp

kakapo
Posts: 0
Joined: Sat Sep 04, 2004 2:32 pm

Post by kakapo » Wed Feb 08, 2006 3:01 am

could anyone post a node screenshot of how to setup vector blur? i can't get it to work. :)

Koba
Posts: 0
Joined: Thu Apr 15, 2004 9:48 am

Post by Koba » Wed Feb 08, 2006 3:26 am

for fluids what is happening is that the original meshes are turned into a voxel (volumetric pixel) representation. The behavior of the voxels is calculated, then for each frame a mesh representation of the voxels is generated. So finding a way to correspond the verts of meshes between frames is non trivial.
*Slaps forehead.*

I've coded the LBM algorithm myself - the velocity vectors of the boundary cells are part of the simulation and are calculated explicitly to perform the collide step. It would be nice if n_t could link this data to the vec data internal to the renderer.

Doubt it will happen soon...but it is a way.

Koba
Last edited by Koba on Thu Feb 09, 2006 1:38 am, edited 1 time in total.

digital_me
Posts: 0
Joined: Wed May 11, 2005 12:52 am

Post by digital_me » Wed Feb 08, 2006 5:39 am

The stucci texture doesn't appear to work...

jarkkopoika
Posts: 0
Joined: Wed May 25, 2005 8:49 am

Post by jarkkopoika » Wed Feb 08, 2006 7:47 am

could anyone post a node screenshot of how to setup vector blur? i can't get it to work.
http://www.tuubi.net/jarkko.toijonen/dof_nodesetup.jpg

http://www.tuubi.net/jarkko.toijonen/dof_test3.mov

Here u go :D


Theres something wrong with the alpha over node. Crashes every time.

Vector blur doesent seem to affect backround, is it in to-do -list?

Thanksos very muchos for the build and especially for the development. It truly rocks!

» Bojasha!!

klopes
Posts: 5
Joined: Wed Oct 16, 2002 10:33 am

Post by klopes » Wed Feb 08, 2006 10:54 am

Problem with particles: Inside a nebula...
It looks render parts consider just the particles falling in it. This is the result:
Image

while from far away...

Image

kakapo
Posts: 0
Joined: Sat Sep 04, 2004 2:32 pm

Post by kakapo » Wed Feb 08, 2006 2:19 pm

thanks jarkkopoika!

LetterRip
Posts: 0
Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip » Wed Feb 08, 2006 9:58 pm

koba,

excellent point. I'll email the suggestion to N_T.

LetterRip

n_t
Posts: 0
Joined: Tue Jun 28, 2005 2:07 pm

Post by n_t » Thu Feb 09, 2006 9:25 pm

Koba, LetterRip: I just looked at this a bit, shouldnt be too complicated - but the problem is more to get the fluid velocities into the blender speed calculation. I'm working on it :) ...

jarkkopoika: thanks for the DOF setup, thats quite cool - I was just wondering, how can you enable this render display in the image editor?

cekuhnen
Posts: 0
Joined: Mon Jan 13, 2003 11:04 pm

Post by cekuhnen » Sat Feb 11, 2006 7:14 pm

that DoF looks terrific!

claas

Post Reply