If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
New! You can now log in to the forums with your chaos.com account as well as your forum account.
if doesn't run on particles? what else? Is it pure environment?
What will be the fluid part? An environment effect?
well gas effects and smoke would be very much needed in Particle flow, but maybe it's another ones job...
robert
It is probably run on Voxels... way mobetter... volumetric rendering.
Yes, AURA is voxel-based
Originally posted by Da_elf
do you think AURA can handle doing flames for that? or expolsions like that are totally beyond its capabilities
Currently the plugin we are working on is designed only for flames & smoke, but not explosions. The math for explosions is quite different though it is still a fluid dynamics model. So if we decide to do explosions we'll have to write a separate plug-in. And most probably it would be based on the same fluid engine (AURA), but would require extra time for R&D.
not a problem. ill still use AURA for burning debri. its those little things that make things look wrong if they are not included since its a magical explosion i guess i can go with artistic liscence on what the flame/fireball wil look like that will come out of that wall. Your blue plasma ones looked really funky. maybe ill go with blue, purple or green
---------------------------------------------------
MSN addresses are not for newbies or warez users to contact the pros and bug them with
stupid questions the forum can answer.
Voxel! After years of ignoring everyone seams to use them now.
I remember when lightwave started to use Voxel, it was extremly impressive but very slow too.
Even Mayas fluid engine is voxel based. Hope Auro will not be just fire and smoke. Well that's fine but not so often wanted.
Will there be a fluid engine that gives us fluid dynamics like water, ocean etc. ?
How voxel works?
I remember a pc game, outcast, who was a voxel based game, high level of detail was here, but very aliased...(and novalgic simulations games too)
Does anyone know a documented site about this subject?
What are benefits?
thx 4 reply...
Basically voxels are samples in the space where each sample has certain volume. When one needs a sample anywhere in the space, they can interpolate the value from the surrounding voxels. It can appear aliased when the interpolation scheme is of low order i.e. linear.
The advantages of voxels is that they represent a true 3D volume, no faking so everything looks very real. It is also the natural way to go when using fluid dynamics or any other partial diferential equations model.
As for now we are committed to smoke & fire, but once we finish this, we may try liquids and/or explosions.
Uhh you said the dreaded words
Partial differential equations. now i see why there is no really good fire and smoke applications on the market, damm i hate calculus.
Good luck with them
And a_bouk i remember outcast, and your right there was a large ammount of detail, i think due to it not really using polygons, or something due to the voxels it used.
Voxels are the future of 3d, well thats what i think, or something similar.
Comment