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Old 09-26-2009, 06:42 PM   #16
Bobo
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Quote:
Originally Posted by JohnnyRandom
Look who crawled out of the woodwork

[Heckle mode ON]
WTF Mark a still image? what are your a photog? where's the playblast?
[Heckle mode OFF]

Nice one, so what exactly did you cache to PRT, just positions? Did you just bring it back in to PFlow wit the PRT birth and updater?


The PRT Mesher reads PRT sequences directly (in fact, right now it is the only thing it reads). We might add the ability to pick other particle sources (PFlow, legacy particles, geometry vertices, PRT Volumes etc.) in the future.
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Old 09-26-2009, 08:10 PM   #17
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Oh do tease!
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poof ~>Vimeo<~
 
Old 09-26-2009, 11:58 PM   #18
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that PRT mesher looks/sounds very interesting.
When/will it be released into the wild?
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Old 09-28-2009, 05:06 PM   #19
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Finnnee!!

Quote:
Originally Posted by JohnnyRandom
Look who crawled out of the woodwork

[Heckle mode ON]
WTF Mark a still image? what are your a photog? where's the playblast?
[Heckle mode OFF]

Nice one, so what exactly did you cache to PRT, just positions? Did you just bring it back in to PFlow wit the PRT birth and updater?


Here is a link to the vimeo clip.

http://vimeo.com/6797861

enjoy!,
Mark
 
Old 09-28-2009, 05:26 PM   #20
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Looks nice! Still, 40 minutes to cache seems like a bit much for the result you're getting. I think I'll stick with "proper" fluid sims for now.

BTW I might be interested in the PRT mesher if you guys intend to sell it commercially and I haven't migrated to houdini by then
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Old 09-28-2009, 06:20 PM   #21
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Quote:
Originally Posted by noouch
BTW I might be interested in the PRT mesher if you guys intend to sell it commercially and I haven't migrated to houdini by then


Right now, it doesn't seem feasible to sell it as a separate product. What would it cost so people would be inclined to pay for it while actually making business sense for us? For example PWrapper is quite expensive for what it is IMHO. I don't expect people to pay the same or higher price for another tool that does the same, regardless of how much faster it is (and it is quite a bit faster in most cases, trust me). And then there is the free VRay only, render-time only plugin by Master Bercon. It does not offer all the flexibility of our solution, but it is free.
So right now it looks probable that it might ship as part of Krakatoa in a future update. When, and if at all, remains to be seen.
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Old 09-29-2009, 04:39 AM   #22
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- whoa! nice vid! i can't quite wrap my head around how you did that with box2 glue!

@bobo
"The PRT Mesher reads PRT sequences directly (in fact, right now it is the only thing it reads)"
- will it also read other particle channels like maybe adding a custom value for size? Then later be able to tweak those using a KCM?

"So right now it looks probable that it might ship as part of Krakatoa in a future update."
That would be an awesome addition to the arsenal. Count my vote in.
 
Old 09-29-2009, 03:42 PM   #23
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Quote:
Originally Posted by galagast

@bobo
- will it also read other particle channels like maybe adding a custom value for size? Then later be able to tweak those using a KCM?


It does already. Internally, it is the component we use to turn Flood:Surf particles into meshes for rendering, but it is a lot more versatile than that. Oh, and it doesn't do just blob meshes
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Old 09-29-2009, 03:50 PM   #24
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I just can't wait for next Krakatoa updates.

Also does it work with mentalray? and it generates mesh at render times or can be viewed in viewport like pwrapper and blobmesh?
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Old 09-29-2009, 04:09 PM   #25
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Quote:
Originally Posted by jigu
I just can't wait for next Krakatoa updates.

Also does it work with mentalray? and it generates mesh at render times or can be viewed in viewport like pwrapper and blobmesh?


It works with anything and indeed generates a viewport mesh (with separate control for density). Not only viewed, but also modified - for Dragonball:Evolution, we had to add Volume Select and Relax modifiers to specific locations where the arms of the FuLums were coming out of the body to smooth the surface so we could model on top of it.

It can produce the same results as pwrapper and blobmesh in Metaball mode (just many times faster) and can work relatively efficiently with millions of particles, including overlapping ones. But now I am teasing...
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Old 09-29-2009, 04:27 PM   #26
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haha, thanks Mark not bad at all...


@Bobo
Why can't I send cheeseburgers to Canada!
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Old 10-05-2009, 02:05 PM   #27
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in regards of fluids and physX...

http://www.youtube.com/watch?v=iyg9HgiD8X0
 
Old 10-05-2009, 02:13 PM   #28
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Quote:
Originally Posted by savat
in regards of fluids and physX...

http://www.youtube.com/watch?v=iyg9HgiD8X0

It has been discussed in other thread that this is not physx fluids, that's real flow. It looks like a demo about something they want to achieve, since it also contains fumefx, rayfire and other fx tools.

Thread in cg news: http://forums.cgsociety.org/showthr...p?f=59&t=812801
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Old 10-05-2009, 05:56 PM   #29
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Talking

Quote:
Originally Posted by 3DMadness
It has been discussed in other thread that this is not physx fluids, that's real flow. It looks like a demo about something they want to achieve, since it also contains fumefx, rayfire and other fx tools.

Thread in cg news: http://forums.cgsociety.org/showthr...p?f=59&t=812801


I'm sorry guys but the hope is the last to die...

Last edited by savat : 10-05-2009 at 06:00 PM.
 
Old 10-05-2009, 05:56 PM   #30
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