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Old 09-01-2011, 04:38 PM   #61
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Quote:
Originally Posted by deepshade
seems a great shame that even some of that functionality isn't available on a 3K app.


I can list some 3k apps that can't even open 2 files at once. That's the greater tragedy IMO. Still makes my head spin.

Interesting techniques here from everyone. Pretty renders too. Makes this TD drool and cry when he tries to do it and it looks like a turd. Rendering is not my strong point
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Old 09-01-2011, 04:44 PM   #62
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Internet slap fights aside, I'm learning a lot from this thread.

The takeaways I've got so far (correct me if I'm wrong):
1) Lots of cool ways to do it - but am I correct in saying haven't seen one would handle large amounts of clouds that renders at good speeds yet?

2) The meshers in geotools and DPIT offer good alternatives for metaball objects in C4d.

3) C4d cloud objects work pretty well, but don't offer the level of control we want


Are clouds just one of those things in CG that are still a PITA for render times? Does pyrocluster hold up ok for doing simple clouds that needn't be photorealistic?
 
Old 09-01-2011, 05:46 PM   #63
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Quote:
Originally Posted by Venkman
but am I correct in saying haven't seen one would handle large amounts of clouds that renders at good speeds yet?


I think I've posted before about this alternative technique for large-scale cloudscape from an aerial perspective. Its "slice" based (mograph cloned infinite planes) and single material with a fusion shader (3d gradient with levr blending over any procedural noise) controlling alpha falloff for each slice through the volume. Again, the big limitation here is C4D's ray depth limit of 500, and since its slices you can't really "fly through" them because they dissapear at low viewing angles. You could try tilting all of the planes to face the camera, but then again, you run into the ray depth problem:

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Old 09-01-2011, 05:48 PM   #64
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Holy crap, that may be exactly what I'm trying to do. VERY nice technique. Mind posting an example file? My R12 upgrade is on the way, since I see you are on 11.5 and I am currently on 11 at home.
 
Old 09-01-2011, 07:07 PM   #65
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Quote:
Originally Posted by Nellen-Mellen
I think I've posted before about this alternative technique for large-scale cloudscape from an aerial perspective. Its "slice" based (mograph cloned infinite planes) and single material with a fusion shader (3d gradient with levr blending over any procedural noise) controlling alpha falloff for each slice through the volume. Again, the big limitation here is C4D's ray depth limit of 500, and since its slices you can't really "fly through" them because they dissapear at low viewing angles. You could try tilting all of the planes to face the camera, but then again, you run into the ray depth problem:


Those are Gorgeous.
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Old 09-01-2011, 08:14 PM   #66
ooo
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Superb results there! maybe some screenshots of your main settings or a small scenefile to dissect?
Anyway, great job!

odo
 
Old 09-01-2011, 10:08 PM   #67
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Very nice lenny. Let's hope we get out of the depth sh*t sooner or later.
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Old 09-02-2011, 02:04 AM   #68
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Beautiful render, Lenny!

Cheers,
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Old 09-02-2011, 06:43 AM   #69
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Quote:
Originally Posted by mnu
Go and get GeoTools by remotion. It has a very nice particle and sdf mesher called meta thingy

cheers mnu


Hi Manu,
Is geotools 2011 working on Mac already? I did not get any infos for the update from remo.
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Old 09-02-2011, 07:59 AM   #70
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To be honest, I don't know as I'm on PC. I'll try to get an answer from Remo soon.

cheers mnu
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Old 09-02-2011, 08:14 AM   #71
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Quote:
Originally Posted by mnu
To be honest, I don't know as I'm on PC. I'll try to get an answer from Remo soon.

cheers mnu


And I always thought you are a Mac-Guy....
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Old 09-02-2011, 08:33 AM   #72
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Well I used to be a mac evangelist. But times keep changing and nowadays I'm not totally sure about the direction Apple is heading with its professional products. As far as hardware is concerned, I'm still on Mac, but running Win7 exclusively.

cheers mnu
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Old 09-02-2011, 09:26 AM   #73
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Quote:
Originally Posted by mnu
Well I used to be a mac evangelist. But times keep changing and nowadays I'm not totally sure about the direction Apple is heading with its professional products. As far as hardware is concerned, I'm still on Mac, but running Win7 exclusively.

cheers mnu


Are you talking about Apple´s future with Graphic-Cards-Support?
Sometimes I am also not sure whats the best Choice...at least for 3D-Apps. I am concerned that I won't be able to use GPU-Rendering in near future.
My experience is: Mac Renders faster but PC is better with tons of Objects and editor-Speed.
Maybe best is to have both platforms on a Mac, yeah.
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Last edited by HolgerBiebrach : 09-02-2011 at 09:31 AM.
 
Old 09-02-2011, 09:31 AM   #74
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Yes, Graphic Cards are a problem. We have PC Cards inside our Mac Pros. This works as long as you don't try to boot into OSX. These are a lot cheaper, but what's more important. Apple seems to go the ATI route. And this is something I don't want to use for various reasons. Cuda being one of them.

But in more important is the OS. Apple seems to change to a consumer company. Have a look at FinalCutX for example. They really have great innovations, but not in their professional segment. How long is the last update for the Mac pro?

Besides that, there's a lot of software that is not available on OSX even today. MOI for example.

As a conclusion Windows is the better choice for me. For surfing the net and watching movies I still use OSX though.

cheers mnu
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Old 09-02-2011, 09:33 AM   #75
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Yes, Moi is a good example. MoI and Crazybump are the reasons why I have Paralells on my Mac.
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