View Full Version : Back to the business of Messiah and what it can do today
rush123 09-10-2006, 01:38 PM I hope to share some of my messiah discoveries in the coming weeks and provide some details on how there were made for those in the community that would like further details. So to start ‘volumetric lights’
Anyone remember volumetric lights? As part of the work on the Gary’s ‘Lighting Challenge: Light Bulb’ thread I’ve been playing with volumetric lighting as seen below poof of concept shows.
http://img88.imageshack.us/img88/3041/volumetricspotlight01dm4.th.jpg (http://img88.imageshack.us/my.php?image=volumetricspotlight01dm4.jpg)
This scene has one spot light and the volumetric’s are set at the ‘Render -> Settings’ sub-tab. In the ‘Atmosphere’ block.
GI is 0.55
GI samples 5
AA 3
3 minutes render time
R
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AAAron
09-10-2006, 05:55 PM
Is there a noise feeding the light to give the "smoke" it´s puffiness or it that the GI
rush123
09-10-2006, 06:21 PM
Hi AAAron,
No noise feeding the light directly, the noise is controlled by the ‘Noise Gain’ setting in the ‘Atmosphere’ block. Here a 2 quick screen shots, the NG = 0.59
http://img163.imageshack.us/img163/7682/aaron01xl2.th.jpg (http://img163.imageshack.us/my.php?image=aaron01xl2.jpg)
The second NG = 1.0
http://img163.imageshack.us/img163/3343/aaron02jf8.th.jpg (http://img163.imageshack.us/my.php?image=aaron02jf8.jpg)
These are extreme setting to show the point, hopefully. :)
R
AAAron
09-10-2006, 06:30 PM
cool! thx for the info bits. :thumbsup:
PaulNewman
09-10-2006, 08:32 PM
Excellent stuff :thumbsup: I'd love to see how you progressively discover new things. Are you rendering with 4 threads there? What system specs are you on?
rush123
09-10-2006, 09:15 PM
Thanks Paul,
Currently, I’ve got Dual Core desktop with 2GB Ram, and as a result I’m able to run 4 threads and everything is pretty fast (beats the Compaq Deskpro DN now sitting in a corner!).
I’ve got some stuff coming up that I didn’t think were possible with particles, also some Speed Hazer stuff. Yeah I’m really digging Messiah at the moment and have realised that this stuff has always (mostly anyway) been possible just needed me to experiment a little.
R
rush123
09-15-2006, 04:40 PM
Anyone remember Messiah particles? There was quite an extensive upgrade in this area in 2.4x as shown in this thread : http://forums.cgsociety.org/showthread.php?t=341051&highlight=particles. I’ve recently been continuing my further study of Messiah particles, and been pleased with the scoope of effects possible. Here are 3 WIP examples of effects using particles and procedurals that aren’t the usually smoke and fire examples.
http://img118.imageshack.us/img118/3059/particlesfunrp2.th.jpg (http://img118.imageshack.us/my.php?image=particlesfunrp2.jpg)
http://img174.imageshack.us/img174/4547/particlesfootballfun03if7.th.jpg (http://img174.imageshack.us/my.php?image=particlesfootballfun03if7.jpg)
http://img140.imageshack.us/img140/213/feathers01ui9.th.jpg (http://img140.imageshack.us/my.php?image=feathers01ui9.jpg)
R
Nichod
09-15-2006, 04:53 PM
Very nice Rush. Is the aliasing on the top grass due to Messiah rendering or compression?
dobermunk
09-15-2006, 08:31 PM
rush! Wow, you've really brought this along. The grass has solidity and - if not knicks - then shap in its curve. Great!
rush123
09-22-2006, 01:28 PM
Thought I’d post a frame from my fluid simulation early tests. The fluid simulation was calculated in Blender (thanks to Nichod for the Blender advise) and exported as a series of 60 obj files, loaded in Messiah via ‘DMorph’, textured using ‘Easy Glass’ and a quickly rendered. I will provide a link to the complete simulation later.
http://img442.imageshack.us/img442/6672/winefluidssim03zw3.th.jpg (http://img442.imageshack.us/my.php?image=winefluidssim03zw3.jpg)
R
edit: I've improved the render quality.
Nichod
09-22-2006, 02:16 PM
Thought I’d post a frame from my fluid simulation early tests. The fluid simulation was calculated in Blender (thanks to Nichod for the Blender advise) and exported as a series of 60 obj files, loaded in Messiah via ‘DMorph’, textured using ‘Easy Glass’ and a quickly rendered. I will provide a link to the complete simulation later.
Still looks a little blocky. I thought you increased the subdivisions. I'm betting you didn't check to make the surface smooth. I can work up a quick file for you, if you'd like. Its pretty great that we can create a fluid sim in blender and bring it into Messiah.
Thanks for the help with particles Rush.
rush123
09-24-2006, 09:20 AM
I’m continuing exploration of Blender fluids, this time adding a few obstacles in the shape of square blocks. Again loaded in Messiah via ‘DMorph’, textured using ‘Easy Glass’ and a quickly rendered.
http://img132.imageshack.us/img132/1076/waterfluidsobjects02xz1.th.jpg (http://img132.imageshack.us/my.php?image=waterfluidsobjects02xz1.jpg)
R
rush123
10-06-2006, 01:59 PM
Though I really like Messiah's displacement ability, I didn’t like the fact that I couldn’t see what was been displaced until after a render (I think this has been bought up before.) Well one solution is to use the ‘Bloat’ effect dynamically to control the displacement, allowing you to see in the viewport the displacement and all the other controls you have by using an effector. Below is an example.
http://img167.imageshack.us/img167/7842/bloatdisplaceqm2.th.png (http://img167.imageshack.us/my.php?image=bloatdisplaceqm2.png)
I’ve also attached a link where the file is available and a quick animation demonstrating the effect.
http://www.babylondreams.de/wordpress/displacement-using-bloat-effector-in-messiah/
(Many thanks to Alex for space on his blog )
R
rush123
10-14-2006, 02:32 PM
A frame from an explosion effect animation created with a gradient and procedural noise.
http://img167.imageshack.us/img167/1328/particleexplosionlx4.th.png (http://img167.imageshack.us/my.php?image=particleexplosionlx4.png)
R
AAAron
10-14-2006, 03:37 PM
Hey don´t be shy, give us a quicktime!:D
PaulNewman
10-15-2006, 09:31 AM
Inspiring work going on here :thumbsup:
rush123
10-18-2006, 06:46 PM
Here are two interesting (well I think they are interesting), intricate particle effect. Hopefully it shows the diversity of what is possible with particles shader nodes in Messiah.
http://img225.imageshack.us/img225/7236/particleeffect05ql1.th.png (http://img225.imageshack.us/my.php?image=particleeffect05ql1.png)
http://img245.imageshack.us/img245/4/particleeffect06ez8.th.png (http://img245.imageshack.us/my.php?image=particleeffect06ez8.png)
AAAron: I will post the animation hopefully on Alexk's blogg with node flows etc, when I get a bit more time.
PaulNewman: thanks for your comment
R
AAAron
10-19-2006, 12:20 AM
Those last one are so nice, really like them:thumbsup: They are very stylistic!
rush123
10-22-2006, 10:37 PM
Some procedurals surfaces that I’ve made, if anybody wants them just shout .
http://img338.imageshack.us/img338/9140/shaderlime01nz4.th.png (http://img338.imageshack.us/my.php?image=shaderlime01nz4.png)
http://img338.imageshack.us/img338/3496/shaderrock01il6.th.png (http://img338.imageshack.us/my.php?image=shaderrock01il6.png)
http://img326.imageshack.us/img326/7691/shaderstone01jh2.th.png (http://img326.imageshack.us/my.php?image=shaderstone01jh2.png)
R
stooch
10-23-2006, 12:49 AM
perty cool! this program desperately needs some good presets so share away !
Parsec3d
10-23-2006, 05:30 AM
wow the last one looks like a furball :) ,, well more like wool
rush123
10-23-2006, 08:39 PM
Thanks for the kind comments, and here is my last three for now.
http://img347.imageshack.us/img347/8796/shadersmoke01gx7.th.png (http://img347.imageshack.us/my.php?image=shadersmoke01gx7.png)
http://img347.imageshack.us/img347/1466/shaderclay01bx0.th.png (http://img347.imageshack.us/my.php?image=shaderclay01bx0.png)
http://img347.imageshack.us/img347/2778/shaderabstract01we3.th.png (http://img347.imageshack.us/my.php?image=shaderabstract01we3.png)
R
rush123
11-01-2006, 11:14 PM
Some more procedural fun, using Noise, Gradient, and TLHPro Distance nodes. The spot is controlled via a null
http://img274.imageshack.us/img274/970/effectsblock01zd2.th.png (http://img274.imageshack.us/my.php?image=effectsblock01zd2.png)
http://img274.imageshack.us/img274/3651/effectsblock02av0.th.png (http://img274.imageshack.us/my.php?image=effectsblock02av0.png)
R
rush123
11-12-2006, 10:16 PM
Caustics play
The next set of pics is some caustics examples I played with over the weekend. All use TLHPro Easyglass (great glass shader) and TLHPro_Occlusion.
http://img115.imageshack.us/img115/9597/caustics07vq4.th.png (http://img115.imageshack.us/my.php?image=caustics07vq4.png)
http://img115.imageshack.us/img115/9207/causticsplay04wp7.th.png (http://img115.imageshack.us/my.php?image=causticsplay04wp7.png)
R
AAAron
11-12-2006, 10:56 PM
Looks great:thumbsup:
rush123
11-12-2006, 10:59 PM
Thanks Aaaron
and the one I forgot
http://img243.imageshack.us/img243/5189/causticsplay05jj7.th.png (http://img243.imageshack.us/my.php?image=causticsplay05jj7.png)
R
Very fun stuff Rush. I love these tests your doing.
rush123
12-02-2006, 11:14 AM
I’ve recently tried a different approach to attempting to create something resembling hair in Messiah, here is an early example. Created using particles and procedurals.
http://img86.imageshack.us/img86/2184/hairstudy04ie8.th.png (http://img86.imageshack.us/my.php?image=hairstudy04ie8.png)
http://img244.imageshack.us/img244/7179/hairstudy05dx5.th.png (http://img244.imageshack.us/my.php?image=hairstudy05dx5.png)
R
dobermunk
12-02-2006, 11:26 AM
rush321:
Looks great. This is so far beyond my current understanding of messiah - could you post a screenshot of the nodes and item list?
Dann-O
12-02-2006, 12:42 PM
Caustic shots are great and would like to see of the hair or the grass can be used in a overall pic (a beard or a grassy hill) . Then it is beyond a simple experement to something useful.
pnoland
12-02-2006, 08:07 PM
Wow, the hair renders look pretty slick! I need to start poking around Messiah's particle system after seeing what you and Wegg have been up to with it. :)
rush123
12-03-2006, 09:47 PM
dobermunk: I will post a screen shot when I've simplified the node flow a bit more. Thanks for your comments
Dann-O:Thanks for your comments. All the examples on in this thread can be used in what ever manner is required. The idea of this thread was to prove Messiah capabilities in certain areas rarely talked about outside #messiah3d.(Messiah chat).
pnoland:Please do! It really is very good.
last of all one more pic.
http://img69.imageshack.us/img69/9325/furstudy04ib4.th.png (http://img69.imageshack.us/my.php?image=furstudy04ib4.png)
R
rush123
12-15-2006, 02:21 PM
http://img455.imageshack.us/img455/4280/hairstudy15gt1.th.png (http://img455.imageshack.us/my.php?image=hairstudy15gt1.png)
Here is a recent shot of my most recent (make do) hair/fur studies. Generated using 1300 particles emitted from and locked to mesh object, shading is all standard nodes.
This one is tighter to the geometry:
http://img183.imageshack.us/img183/8384/furstudy20qg4.th.png (http://img183.imageshack.us/my.php?image=furstudy20qg4.png)
R
Julez4001
12-15-2006, 05:40 PM
Thats some great experiments you got going there - Rush!
You are a beast.
Guess i need to get back into the game.
rush123
01-01-2007, 11:25 AM
Happy New Year. Thought I’d start the year with a few renders from end of last year, all use the technique of ‘Bloat effect weighting’ on a simple sphere. (technique is described in post #13 of this thread). There are a few difference though, ‘MetaWeight’ is driving the bloat effect which has allowed me to stack ‘procedurals’ and fine control is via a ‘MetaEffector’ (small screen shot)
http://img176.imageshack.us/img176/7703/example01ut7.th.png (http://img176.imageshack.us/my.php?image=example01ut7.png)
The ‘MetaEffector’ is only applied to the top of the sphere, and of course it can be animated as required.
http://img503.imageshack.us/img503/450/weighteddisplacedbloat0mu1.th.png (http://img503.imageshack.us/my.php?image=weighteddisplacedbloat0mu1.png)
http://img503.imageshack.us/img503/9681/glassbloatdisplace01av9.th.png (http://img503.imageshack.us/my.php?image=glassbloatdisplace01av9.png)
http://img503.imageshack.us/img503/6954/glassbloatdisplace02xh2.th.png (http://img503.imageshack.us/my.php?image=glassbloatdisplace02xh2.png)
Glass shader is ‘Easy Glass’ from TLHPro
R
rush123
01-01-2007, 12:09 PM
Forgot to mention that the for me the real benefits of this technique are its real time effect on geometry, and being visible in the 3d view ports as shown in the example below.
http://img74.imageshack.us/img74/1103/example02wz0.th.png (http://img74.imageshack.us/my.php?image=example02wz0.png)
R
kursad_pileksuz
01-01-2007, 12:28 PM
nice technique but problem with it is that displacement moves or changes when you move the objects, it does not stay still, does not matter if you even parent it to master object and just move that. Maybe am i missign something here?
Though I really like Messiah's displacement ability, I didn’t like the fact that I couldn’t see what was been displaced until after a render (I think this has been bought up before.) Well one solution is to use the ‘Bloat’ effect dynamically to control the displacement, allowing you to see in the viewport the displacement and all the other controls you have by using an effector. Below is an example.
http://img167.imageshack.us/img167/7842/bloatdisplaceqm2.th.png (http://img167.imageshack.us/my.php?image=bloatdisplaceqm2.png)
I’ve also attached a link where the file is available and a quick animation demonstrating the effect.
http://www.babylondreams.de/wordpress/displacement-using-bloat-effector-in-messiah/
(Many thanks to Alex for space on his blog )
R
rush123
01-01-2007, 01:36 PM
Kursad, you are incorrect, if it is parented correctly the effect will stick to the mesh if required, I’ve demonstrated it for you below, not an animation (need to talk to Alex to get space for that) but it show the upright position in the first and rotation of the object in the next.
http://img92.imageshack.us/img92/7674/example03qk4.th.png (http://img92.imageshack.us/my.php?image=example03qk4.png)
http://img92.imageshack.us/img92/5663/example04xf5.th.png (http://img92.imageshack.us/my.php?image=example04xf5.png)
Sorry for the basic shading, but its just to demonstrate that you can move the object.
R
kursad_pileksuz
01-01-2007, 08:16 PM
Rush, can you please try it with cube shape procedural?
to see the actual problem, please download this video
http://www2.bigupload.com/upload2.php?r=1
Kursad, you are incorrect, if it is parented correctly the effect will stick to the mesh if required, I’ve demonstrated it for you below, not an animation (need to talk to Alex to get space for that) but it show the upright position in the first and rotation of the object in the next.
http://img92.imageshack.us/img92/7674/example03qk4.th.png (http://img92.imageshack.us/my.php?image=example03qk4.png)
http://img92.imageshack.us/img92/5663/example04xf5.th.png (http://img92.imageshack.us/my.php?image=example04xf5.png)
Sorry for the basic shading, but its just to demonstrate that you can move the object.
R
dobermunk
01-02-2007, 09:25 AM
kursad:
the procedural objects in messiah aren't reliable with displacement. I think of them as shaped nulls. They definitely don't work correctly with displacement maps. Load a mesh and try that.
Nichod
01-06-2007, 02:04 PM
Rush. How much control do you get with this? Could you show the realtime displacement of perhaps the shape of a fish going through a tube?
rush123
01-06-2007, 07:47 PM
Rush. How much control do you get with this? Could you show the realtime displacement of perhaps the shape of a fish going through a tube?
Nichod, for that type effect you could use 'Spherize', here's a bit from the docs "Spherize is a deformation effect that simulates a spherical force pushing out from inside a model. It can be used for things like muscles, joint compensation (like at the elbows of a character), snakes swallowing food, etc." It also has the weighting possibilities.
R
Nichod
01-06-2007, 08:38 PM
It also has the weighting possibilities.
Ahh. So feasibly you could weight the effect so a shape would form within the "spherize"? Correct?
rush123
01-08-2007, 11:43 PM
A bit more fun with the ‘bloat’ effect (quick proof of concept), this time 6 pose pictures of a stick man figure (thanks David Maas) in various 2d running poses were loaded as an image sequence, using the technique shown in the thread above, and the ‘procedural’ null was moved along the wall to give the running effect. I’ve attached a small animation.
http://img297.imageshack.us/img297/5911/stickmanbe2.th.png (http://img297.imageshack.us/my.php?image=stickmanbe2.png)
http://www.mediafire.com/?7mdmzzmm21x
R
dobermunk
01-09-2007, 09:13 AM
Hey! His feet are sliding!
hehe... looks great. and inspires to play with this more - the stuff you can do with this technique!
I do hope other displacement types are made visible in the view window.
David
rush123
01-28-2007, 03:34 PM
Inspired by the recent ‘Speed Hazer’ thread from Wegg, and a question from David I again looked at this useful shader and have some examples to share with the community.
http://img404.imageshack.us/img404/2972/speedhazer03pu6.th.png (http://img404.imageshack.us/my.php?image=speedhazer03pu6.png)
Ok first off, is the most basic set when speed hazer is being used for blanket fog effect. The min/max distance is controlled by two nulls.
http://img404.imageshack.us/img404/8643/speedhazer04jp4.th.png (http://img404.imageshack.us/my.php?image=speedhazer04jp4.png)
A procedural textured weight spot has been added to the position of furthest sphere.
http://img248.imageshack.us/img248/6900/speedhazer05eo3.th.png (http://img248.imageshack.us/my.php?image=speedhazer05eo3.png)
Now the weight spot have been inverted to localize the effect to the weight spot
http://img252.imageshack.us/img252/6281/glassspeedhazerjm4.th.png (http://img252.imageshack.us/my.php?image=glassspeedhazerjm4.png)
The technique mentioned above was used to colour this bloated glass effect.
R
dobermunk
01-28-2007, 05:40 PM
wow!
Great stuff. Thanks for sharing these...
ThomasHelzle
01-28-2007, 08:42 PM
Hi Rush, I really like that last example - would make for a great piece of Motion Graphics with some glow, line art and type... :thumbsup:
Cheers!
rush123
01-28-2007, 09:31 PM
Thanks David and Thomas. :)
http://img253.imageshack.us/img253/180/speedhazer06pk9.th.png (http://img253.imageshack.us/my.php?image=speedhazer06pk9.png)
http://img253.imageshack.us/img253/709/speedhazer07qf4.th.png (http://img253.imageshack.us/my.php?image=speedhazer07qf4.png)
Here are two more examples where the light has been turned off in the scene
Wireframes
01-28-2007, 11:14 PM
Hey Rush you are a real Guru of messiah rendering :thumbsup:
Can you show us more about this one ?
http://img252.imageshack.us/img252/6281/glassspeedhazerjm4.th.png
Phil
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