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Old 01 January 2013   #46
Are the render times on the point cloud renders reasonably fast?
Can they replaced by spheres?
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Old 01 January 2013   #47
rendering is no problem.
With Point cloud output you would pass that to something like cloner or matrix object(or whatever can use it). So depending on how many polys you end up with, I don't think render times are in any way negativly impacted. Things Like AO,GI,area lights or intensive surface shaders will slow down your render much more than lots of polygons ever will.

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Old 01 January 2013   #48
Can you speak about what specifically is going on in Lothar1952's render?
http://www.p.maicats.de/voxgen_TP1.mov

Is every point in the point cloud represented by a polygon instance?
That's basically what I'm after. Something that can start off as a voxygen object, morph from one state to another and be visualized by many thousands of points.
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Old 01 January 2013   #49
Originally Posted by ThePriest: Can you speak about what specifically is going on in Lothar1952's render?
http://www.p.maicats.de/voxgen_TP1.mov

Is every point in the point cloud represented by a polygon instance?
That's basically what I'm after. Something that can start off as a voxygen object, morph from one state to another and be visualized by many thousands of points.


no - there are no polygons at all

I used voxygen to create a point could from a Mograph Text object.
Next is using a matrix object generating thinking particles on all those points.
Then spherical wind from TP presets with animated falloff is breaking things up ( timed to get in after bend deformer )
To make them visible, I used pShade ( http://www.plugins4cinema4d.com/index.html ), colours repesenting speed.
This uses hair engine to render spheres or circles without geometry.
Sure you could clone geometry as well to the points, however expect huge preparation and render times.
As far as I remember for these about 1 million points I got 5-10 sec per frame rendertime only ...

That morphing from one state to another has to be done by particles setup. Surely can be done on TP standalone by volume emission, however Voxelizer makes it more easy to keep them in place when things are moving.
just another example:

http://www.p.maicats.de/forcefield.mov

but this time a development version of Xparticles that is able to emit from points as I found TP is leaking out from a foot while walking and I couldn´t find why.
 
Old 01 January 2013   #50
Thanks for the explanation Lothar.
If you have time, could you post an editor shot of a the resulting point cloud?
I'd like to see how much it differs from performing this task manually. If it's more of a volume filled with points or if its just a whole lot more dense.

In place of geometry, I would just substitute Storm Tracer for Hair and call it good.
Wouldn't be afraid to use massive amounts of instances where needed on my end, but then again I have a lot more ram than the farm I use.
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Old 01 January 2013   #51
Originally Posted by ThePriest: Thanks for the explanation Lothar.
If you have time, could you post an editor shot of a the resulting point cloud?
I'd like to see how much it differs from performing this task manually. If it's more of a volume filled with points or if its just a whole lot more dense.


forgot another advantage of voxelizer I have used - Render LOD and Editor LOD may differ.
This is TP distribution by matrix, set to blue dots:
vox1

this is editor render at this resolution
vox2

and that is render to picture viewer, Voxelizer set to 400% render output
vox3

render Time on my Z620 5 seconds.

Last edited by Lothar1952 : 01 January 2013 at 09:50 AM.
 
Old 01 January 2013   #52
Cool, thanks man. This isn't the plugin I'm looking for at this minute. Might think of an excuse to buy it soon though.
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Old 03 March 2013   #53
paul would it be an easy thing to implement a change so that if you executed current state to object you would get all the individual cubes rather than a single object ? this would save a reasonably complicated setup to translate an animated voxel character to TP, which in turn would allow them to drop to the floor at a certain frame. Only if its an easy change but that would be useful in some situations to save time. thanks
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Old 03 March 2013   #54
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