its too quiet in here.


#1

here is a sexy time liquid explosion:


#2

Nice, it seems to yell ‘WAAAAKE UUUUUUUP!!!’ to us. :smiley:


#3

Nice, RF? Do you use 4.0 yet?


#4

yes, im messing with RF 4.0 but the mesh sequence in this render was done with 3. I wish i could have motion blur in messiah with mesh sequences :frowning:

hey PMG guys! I almost shot myself after working with messiahs new “improved” navigation, it really needs to be revamped with presets that function consistently through the entire program! I am very fond of the maya navigation scheme and the latest update is a step in the right direction. IT just needs to be taken all the way! IE, graph editors, etc. I could go into a huge explanation, but the bottom line is, jump into maya and see how it works! its the most widespread app on the market, makes perfect sense to have a configuration profile for it! It really took alot of patience out of me and i still have a bit of a journey with this piece…

oh and btw Thomas Little Helpers PRO are the bomb! I wouldnt even want to bother with messiah for this project if it wasnt for them…

anyway stay tuned for more renders and an animation, mmmmmmmmmmm. motion graphics with messiah…


#5

Some life! i was thinking it was just me!

I agree that the navigation options should be consistent throughout and can well appreciate your issues (though personally, I like the nav out the box with some minor mods, it works better for me as I only use a tablet so everything as just a left click feels best)

Silo set the new benchmark in navigation options. It’d be great for all apps to follow suit as input is such a personal thing

As an alternative maybe you could use “Auto hot key” which is a scriptable system for getting input and re mapping it to other inputs before it gets to the app… It was mentioned in a lightwave thread where someone had success getting maya navigation into lightwave using it…

Not tried it and can’t remember the exact thread, but you might be able to find it searching for “Maya style navigation” in the lightwave forum…

Here’s dreaming of the day I can get all apps i use to navigate the same way to MY PREFERANCE rather than a de facto standard…


#6

It frustrates me a little bit when I see posts like this. (Not your image Stooch . . thats really cool.) Messiah’s VERY SMALL development team can only really work on a few features at a time and when we don’t have hair/fur. . . navigation is what your upset about? Seems wacky to me.

But. . . each to their own.


#7

Really inspiring stooch! Nice going :thumbsup:

Motion blur with mesh sequences is like computing motion vectors from known vertex positions, right? Should be a relatively easy feature for the next update IMO if the current motion blur doesn’t require fixing first.


#8

wegg. why are you upset that im having issues? its better to say it now then never right? the size of the team is irrelevant. the current navigation is hopelessly broken anyway, try navigate in item view or in a graph editor (wont navigate consistently) I mean, a broken feature is unacceptable regardless of the size of the team. Nothing scares away people faster then weird, wonky navigation…

anyway ill keep this thread on my sexytime liquid explosion. just wanted to get my point out there rather then argue over it :slight_smile:


#9

I don´t think there is a motion blur for moving objects, just for camera movments?
Taron talked about implenting a motion vector pass for use in post though (my main wishlist feature right now)


#10

well the problem is that the mesh it self is not “moving” its actually a snapshot. The key is to extract the motion vectors from point deformations. i actually applied blur in the render above, its just not showing up :slight_smile:


#11

Hi Stooch, thanks for the nice words :slight_smile:

Would it be possible to render out the RF-Motionvectors with another tool like maya (with a matched camera) and then use that to Motionblur in post?

For this to work inside of messiah, you wouldn’t just need a motionvector shader, but also an importer for the RF object format, since only that contains the motion vectors AFAIK (the mesh isn’t really moving so they can’t be computed in messiah).
And the SDK still doesn’t allow for importing…

BTW. I got some nice results from the Blender fluid engine lately

Cheers,


#12

You know if the render times are low enough. . . it wouldn’t be unreasonable to save out your particle animation at a super high frame rate. . . like. . . 240 fps, render it in Messiah at 240 fps and then in After Effects bring it back down to 24 fps with frame blending.

And you could even take it a step further. . . Using http://www.revisionfx.com/mblurdownloads.htm
on the 240fps version and THEN poping it back down to 24fps with Frame Blending. Lots of control/options there.

Its sad that we have to work around stuff like this. The beta version of LW (9.2) has some really nice DOF and Motion Blur solutions built in. :sad:


#13

yeah, i think the key it to support the included vectors. Wouldnt it be cool if messiah supported realflow tight like a tiger? think about it. it renders reflection/refraction so fast! And current lightwave hackjob of an implementation is bound to make a few grown men cry.

wegg. i see what you are saying about making it super fast. problem is those meshes you see, all 128 of the sequence, took a day to process! just to make the mesh…

the more detail your water is, the more particles and smaller mesh size you must use! and that EXPLODEES the polycount, i used optimization to reduce the polycount too, but it brings messiah and any other app to its knees trying to scrub through thsoe. IT would be cool if Realflow used a combination of lower poly base mesh + normal maps! haah but im pipe dreaming again.


#14

Stooch did you check out Taron’s new “toy”? Watch the videos. Its AMAZING how fast it calculates caustics, environment reflection, refraction etc.

LinkToMovie

I’ll bet you could do some crazy things with RealFlow, Messiah and Taron’s plugin.


#15

Holly cow. I had no idea.

You should try and export out a more simple “sphere” version of the particle simulation and drive its shader with a wobbly noise into its displacement. I’ll bet you could simulate some nice vibration and organic motion in the water. . . while maintaining the spirit of the simulation in the Real Flow export.


#16

oh yes, i have plans for his plugin in the future. Right now im focusing on getting another reel out :slight_smile: and unfortunatelly, you would still need to generate those depth maps from realflow for it to be applicable here, which would require those pesky meshes… unless they can figure out how to render the depth maps out of the RF particles and have apporpriate smoothing mechanisms… there i go pipe dreaming again.

good idea on the noise! ill mess with it in messiah. oh oh, might need AON shaders… damn you thomas.


#17

is there a caustics expert in the house? id love for someone to shed some light on getting good, sharp caustics.


#18

Expert - No.

I found caustics rather hard to use and get looking good in messiah. First rule is to put the number of photons as high as possible (until messiah crashes that is). Everything else is tweaking and patience.
I wasn’t able yet to get as crisp caustics as with other renderers though.

And some things are plain wrong with the implementation. Can’t remember it all, but make sure your spotlightsource isn’t too small (then the caustics vanish).

Good luck,

P.S. what’s wrong with AoN? :slight_smile:


#19

nice example stooch :slight_smile:

R


#20

So close i can smell it!