MatrixNAN
09-22-2004, 05:43 AM
Hey Guys,
I am using Houdini to generate this simulation and I am currently recruting more people. Ok so this shot was before I added the metaballs how ever I have not created a Render Particle SOP to Render the POP simulation so as it stands it looks like a bunch of little snow flake balls but in the view port of the OpenGL I get nice billowly clouds so I will add that SOP soon. I am also currently working on the Ice chunks in the avalanche and the tengrels that tend to expand from the billowly snow cloud like avalanche.
http://janis.mtsu.edu/%7Enesler/Images/FXWarsAvalanche/SnowAvalancheTest_01_255.jpg
Also I am working on generating building from particles. These buildings will interact with the Snow Avalanche to be torn apart bit by bit. I am also working on the Trees and to have all their leaves stripped from them. I need to work on the orientation of the particles to develop and build the buildings but I think I have a workable solution in my head. This building has over 20,000+ particles I plan to reduce it down to about like 1,000 or 500. That building is too render intensive at 20,000+ particles and I might create a LOD setup with the particle system to save on render time in addition to lowering the particle count.
http://janis.mtsu.edu/%7Enesler/Images/FXWarsAvalanche/ParticleBuilding_01.jpg
If Pugsy decides to come out and play then I will happily create a crowd AI system to have him snow board down the slope while avoiding the trees and buildings. :) ;) While being on the edge of destruction with no keys and all totally non-linear animation.
Other people might write the shaders Aracid, and GON hopefully :) ;). I hope Pugsy Joins the fun too.
http://odforce.net/forum/uploads/post-11-1095734858.jpg
Oh and yeah I know the lighting needs work. I am mainly focusing on the simulation though. I might turn lighting over to someone else if they want to do it.
Cheers,
Nate Nesler
I am using Houdini to generate this simulation and I am currently recruting more people. Ok so this shot was before I added the metaballs how ever I have not created a Render Particle SOP to Render the POP simulation so as it stands it looks like a bunch of little snow flake balls but in the view port of the OpenGL I get nice billowly clouds so I will add that SOP soon. I am also currently working on the Ice chunks in the avalanche and the tengrels that tend to expand from the billowly snow cloud like avalanche.
http://janis.mtsu.edu/%7Enesler/Images/FXWarsAvalanche/SnowAvalancheTest_01_255.jpg
Also I am working on generating building from particles. These buildings will interact with the Snow Avalanche to be torn apart bit by bit. I am also working on the Trees and to have all their leaves stripped from them. I need to work on the orientation of the particles to develop and build the buildings but I think I have a workable solution in my head. This building has over 20,000+ particles I plan to reduce it down to about like 1,000 or 500. That building is too render intensive at 20,000+ particles and I might create a LOD setup with the particle system to save on render time in addition to lowering the particle count.
http://janis.mtsu.edu/%7Enesler/Images/FXWarsAvalanche/ParticleBuilding_01.jpg
If Pugsy decides to come out and play then I will happily create a crowd AI system to have him snow board down the slope while avoiding the trees and buildings. :) ;) While being on the edge of destruction with no keys and all totally non-linear animation.
Other people might write the shaders Aracid, and GON hopefully :) ;). I hope Pugsy Joins the fun too.
http://odforce.net/forum/uploads/post-11-1095734858.jpg
Oh and yeah I know the lighting needs work. I am mainly focusing on the simulation though. I might turn lighting over to someone else if they want to do it.
Cheers,
Nate Nesler
