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  • Fire and explosion experiments

    Here's a bunch of illumination tests on explosions and fire:

    Svetlin Nikolov, Ex Phoenix team lead

  • #2
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Svetlin Nikolov, Ex Phoenix team lead

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      • #4
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          Looks quite good, although still some flickering occurs. These are not resimulated? Would be nice to see how it works with high resolution grid.

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          • #6
            Yup, no resimulation, spf=1 and no timescale or gravity tricks.

            Have been trying out a new illumination method that works without additional lights and produces result without noise and hopefully without flickering when the smoke is dense, but as always there is a compromise between speed and quality.

            Hopefully the rough edges will fall soon
            Svetlin Nikolov, Ex Phoenix team lead

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            • #7
              And here's another one:

              Svetlin Nikolov, Ex Phoenix team lead

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              • #8
                Because the grid-based self-illumination has progressed since these previous posts, here is a re-rendered version of an old nuke simulation:

                Svetlin Nikolov, Ex Phoenix team lead

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                • #9
                  Thanks for the tutorial on carpet bombing. Not that it's my main area of use but it's aways great to follow the steps and reasoning to create a efficient simulation. Much better than "use this setting" since it does not say "why"

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                  • #10
                    I have made some tests with newest nightly build and have to say, the grid based self shadowing ROCKS! Fast, good looking internal lighting for the smoke, very nice!

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                    • #11
                      Hehe, nice, hope it helps
                      Btw, I think it might be possible to give the grid-based lighting to the GPU Preview once the lighting map is calculated
                      Svetlin Nikolov, Ex Phoenix team lead

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