GPU Re-lighting by Indirect Framebuffer
by admin on Jun.26, 2010, under General
http://people.csail.mit.edu/jrk/lightspeed/
The idea is to decouple shading samples from final pixels and interactively lighting the scene.
Fluid test animation
by admin on Apr.16, 2010, under General
After a while playing with realflow, I get this fluid animation.
I used the same realflow mesh to emit foam particles from it. In this scene I have used a different particle solver which Im accustomed, with the help of Bullet Dynamics I was able to create some interesting effects, is not so fast like nucleus solver but is quite similar.
To render this scene will be a bit problematic, the huge amount of polys is not easy task, to solve this issue I will try to build some script to reduce the number of polys based in the camera distance and motion blur.
The animation of the jet is just a simple motion path, can be improved I know.
I hope to post here the final render soon.
EnaOCR – Open Source
by admin on Mar.25, 2010, under Research and Development
This is my first contribution to the world of open source. I started developing this project in the university, and I will continue to work on it until it is stable enough to run on any operating system. For now only runs in Windows and Linux. OSX is the next step, I hope this can be available soon.
What is EnaOCR?
EnaOCR is a Optical Character Recognition desktop application, that allows you to read multiple images files and convert them to ASCII text or XML.
With this application is easy to deploy any data to any external database in a short period of time. You just need one click to process hundreds of images in seconds, is very fast and with strong accuracy in the detection of words
Breaking Cloth Maya
by admin on Mar.22, 2010, under General
The goal was try to use a particle emitter to interact with some soft bodies and rigid bodies, in this case a piece of cloth and a wall of concrete.
I always was curious in how we can break cloth. To achieve this I focus in crack in several pieces all the cloth object, then with the help of some constraints I glued all the pieces again. Each particle has a certain mass and strength, when they collide with the soft bodies the constraints will break.
The hole in the wall was achieve through a simple particle event which will died when collide with some object and create another particle without any speed in that position, you get the idea.
Bump the resolution of the cloth consumes lots of ram, this is the main reason why I didn’t push further the details of the geometry “cloth”, you may want push resolution much as you can.
Explosion
by admin on Mar.10, 2010, under General
This is a simple explosion. Only particle system and some lines of code. The ball has been scatter in several pieces and then instance all pieces to the initial particles.
A incandescence as been added through a ramp shader.
Inside of the particleCoudShader I put the Diffuse Coefficient to 0, and even with this option turned off, the render took me about 15min each frame with mental ray.
With the Diffuse Coefficient put to 1, translucence coeff to 0.15 and Surface shading shadow turned on the render took about 4h each frame, but the result can be very realistic, but is not a efficient way to do the render.
Procedural Rain System
by admin on Mar.09, 2010, under Research and Development
The nucleus solver is tool that can handle pouring liquids results. To these example I tried to recreate a rain system, with some tweaks and tests I found easy way to attract the particles to some object.
A plane has been setup to emit particles, with a simple “Particle Collision Event Editor” the particles will die when they collide with the sphere “lifespanPP =0″, that event will emitte 1 particle system without any spread and speed setup to 0.3. That second particle will create another event witch will split 60 particles width spread set to 0 and speed set to 1….remember in the collision properties setup the stickiness to zero..
Real water would tend to adhere to the objects a bit and the droplets must follow the first one and roll down. To accomplish this I used the “Force Field” attribute on the sphere to create an attractive force for particles. On the nRigid shape for the sphere I have set the following:
Force Field = Single Sided
Field Magnitude = -4.0
Field Distance = 0.13
Procedural Underwhater Animation
by admin on Mar.09, 2010, under Research and Development
In this scene I tried to recreate a underwater ambient 100% procedural, all done in maya. I used nParticles with the new solver Nucleus for the school of fish and for the plants. Each fish contain forces and field to push and pull other fishs and plants close to them.
To create the rocks I had bump and displacement a simple poly square with a noise shader.
The ocean is a nurbs plane converted in softbody with some turbulence on it.
Here is the preview, I will try to render all the scene soon. ![]()