As in “oh will they ever throoughly upgrade this application”.
Is Hypervoxel starting to show its age in the land of Fume FX and Maya’s Fluids.
Its been ages since we have had a core update on this thing.
As in “oh will they ever throoughly upgrade this application”.
Is Hypervoxel starting to show its age in the land of Fume FX and Maya’s Fluids.
Its been ages since we have had a core update on this thing.
With everything that’s going on with the market right now especially with the acquisition of Softimage by Autodesk now would be a good time for Newtek to make such announcements even if release is down the road quite a bit. If I was on the marketing team I’d be ramping it out to get some of those ship jumpers.
He…yeah that would be a good christmas gift, I was actually about to start designing an graphic interface with suggested features and improvements for it:)
I believe that it would perhaps come along together with an overhaul of the whole volumetric handle such as fog,volumetric lights etc.
Personaly I would like to see some kind of hypervoxels that can make use of metaballs in volume mode either by ataching metaballs to particles or in the Dynamite plugin way.
And also somekind of mode to use Iso surfaces, to give volume to the entires surface of the object that would give smooth volumetric surfaces ideal for clouds etc…I believe Houdini does that well, in most cases we se textures or density in the classical round puffball syndrome either when hv are applied on to obect vertices or particles since they can´t blend together nicely.
another feature I would like to be copied from the dynamite plugin is it´s sweet fireshader, but to expand it with different sets of gas shaders that similates differents gaseous color spectrums( or color gradient presets inside hypervoxels)
then we have the famous distance to particle parameter that would give much better blending surfaces for liquids.
for volumetrics I would also like to see better smoothing at the edges of the volumes object or particle volumes.
I would also like to se improvements on hypertextures, the ability to use several hypertextures together.
Also …the hypertexture effect could have a freeze function for so that if we have made and
nebula for example with some kind of distortion by using the hypertexture effect it can be freezed so it won´t start flickering or flabbering when you wan´t to fly through it.
Michael
you know I have to say, now that Ive been at a few studios, and seen how kids out of school can write better plugins than Maya Fluids, or Dynamite, it makes no sense why NT wont just pay someone a small fee to do it.
must be something legal, or with the SDK or whatever…
just hire Can Tarcan or whoever, and freakin do it already NT…

hehe…I understand your frustration, for me it will be very interesting to follow what happens when the Lightwave 10 cycle begins…if there´s no update on these volumetrics and fluids,hardfx selfcollisions and particle flows…well I will start spend 80% more time with Houdini.
by the way just learned to crack pieces and smash them on the floor in houdini…he…and just learned how to create volume clouds from objects.
that is some technology to steal…implicit surface is extracted from object by an iso offset node and then a volume cloud shader is applied makes a much nicer volume blend than just hypervoxels on to points.
heres a thread at newtek…I posted an image…but nothing special since it´s my first attempt.
have to train on the volumetrics and setting up light aswell.
oh…theres an earlier post in that thread from me…with an image of the opengl shading display of an one frame freezed extracted volumetric simulation from one of houdinis helpfiles, love the opengl display of that.
http://www.newtek.com/forums/showthread.php?p=775239&posted=1#post775239
ohh…and yeah…
what the …are newtek and cantarcan doing?..would be sweet if they did something.
Michael
Its been over 10 years since we’ve been given Hypervoxels…its just unthinkable that by large this thing has been ignored, you can almost bet that Modo will have a FumeFx looking voxel and particle system.
Modo…he…well I doubt that, but hey I might be up for a surprise:)
(pixiedust, never use it) and hv deform and some correctional values on hypertexture, orient slices to ray, use particle scale…well those are the latest updates I think but none of this has been of value for me as I can see.
heres my top suggestions.
distance between particle mode,working on all three modes.
polygon(polyonsize) hv taking on size of polygons like in dynamite.
metaball blending function like in Dynamite for all three modes.
material shaders like fireshader in Dynamite, but with extended different gas shaders or gradient presets residing inside hypervoxels, so each seperate gradient can be loaded on to completly different hv presets.
Object mode…you can choose either vertex,poly,or full object mode, requires some extracting of iso surfaces I guess, It would give a smooth volumeblending ideal for clouds.
better smoothing thickness settings to control booth detail and thickness by offset from the objects iso surface, that would give thinner whispy detailed edges of clouds but keeping thicker rounder volumes further in the cloud.
a sprite render interpolator partitioner that calculates where theres is gaps in the particle system to be able to fill this at voxel preview or rendertime thus able to create millions,billions of hvs. don´t have a 62 bit system yet…Ivé heard that helps thou.
well what more?..of course fluids…first we have to fire and smoke up something…and then cool it down with water liquids.
Dynamite…well I prefer newtek to create something new internal, otherwise get dynamite or work with cantarcan, I do not wan´t to wait for upgrades on this one…have been scared of since you can´t get hold of him or replys, support and bugfixes…that together with an extremely long development no news whatsoever on the site worries me, to bad thou…Dynamite was promising not quite there thou.
I wonder what the fuzz was about that fluidsystem called Eddy?
Ps…I do have a tendency to repeat myself…nag…nag:)
Michael
dont forget to bring back Steamer… or Doubler, or whatever the heck that was…
oh and why not make it work like fprime 
yeah.fprime…I wonder when that will happen full volumetrics preview of all volumetric items, volume lights, fog and voxels.
I would like to see Either such type of Fprime intergrated with Lightwave or a new Viper system that can handle all that together with global illumination and complete update whenever scene is changing, something like Vue 6 preview renderer that handles almost everything, that is why it´s so easy to set up atmospheres.
and let´s drop skytracer and pull in Something like Ogo Taiki in there, but with increased speed and setup, and let´s add L-systems for trees with true instancing and variations, and some special designed terrain procedural displacement filters.then we have an awesome landscape generator inside Lw…no need for syncing,matching, comping and with true interaction between elements not possible with vue extreme.
I believe newtek would gain a couple of sales from e-on if they could pull that off.
Im asking/wishing for a lot don´t I:)
LW9.5 was a very big step. It was a “catch-up” because LW8.* was very very poor in terms of progress compared to LW7.*, due to lack of resources, split of Luxology team.
LW8.* was bugs fixing, new look, bells n whistles. No innovation at all.
LW9.* cannot cover everything. I see some features I asked 5 years ago to implement today. Everything you wrote is desired. Lets hope LW10.0 will include them.
For the time being, allow fixation of bugs and have a steady base to work on.
I see LW10.0 in 2010 
I hope NewTek considers buying Dynamite and hiring Can Tarcan to work on the volumetric stuff. And maybe add Ogo to the team as well.
Cheers, Florian
http://www.cgchannel.com/news/viewfeature.jsp?newsid=7846
looking good, i hope LW 10 is a completly different application, like XSI was to Softimage 3D
man that fumeFX is just jaw dropping.
I’m glad I don’t use much HV stuff in my workflow or I’d be pretty bitter.
Makes me wonder what the difficulties is to get this inside of lightwave…
isn´t there any code programmers in the current team that has this knowledge or skills available today, or is it too expensive to recruit such a programmer?
another thing…is it not on the recent timetable schedule because other things are more important? or maybe they are looking in to it but it will take quite some time to develop?
or is it simply overlooked because there isn´t any need for it …dahh.
and what´s the story with cantarcan don´t he want to sell it? or is the price to high or
is he unreachable as for the rest of us?
yeah bug fixes …is nice…but that is an everyday ongoing continueum that should not have a draw back on attempts to Catch up with other applications Hot topic tools like fluids.
Michael
hehe…for LW20…if still around? I would want Realtime everything…and a mocap device in my living room so when feel like dancing I just hook it up.and it reacts to a full 3d body.and then there´s an interactive connection to other lightwavers program so they can join in for the dance…all this in a realtime smokey environment…ohh wait…why not go to the local disco club right now.
The particle stuff and fluids in Dynamite are already there…so no need to wait several version for that, only cantarcan to speed up things, and some improvements and/or Newtek to implement it or to create something own.
Michael
The future is realtime,
'Till now I’ve seen
-Dynamics realtime
-Hair Dynamics realtime
-Fluids realtime
-SSS realtime
-Caustix realtime
-GI realtime (not AO)
it is just a matter of time now 
Well to be fair…a lot has to do what graphics card youré using and processors…but we all
have to update are computers someday to more powerful ones that are coming.
Quadra fx 4400 offers some realtime fluids…
I think this is part of some free testprogram for nvidia cards…available at their sites…
Can´t test any of this fancy stuff myself, only a quadra fx 1100 here.
http://www.youtube.com/watch?v=DER5xp29z6w&feature=channel
Edit…
http://www.cs.caltech.edu/~keenan/project_fluid.html
Michael