First off - congratulations for the v 1.0! It's a nice start, and it has very promising features. Competition in the field is highly in the interest of us, the customers
My point of view in this wishlist is the workflow of a VFX studio - meaning high volume, high detail, realistic work.
That wishlist expresses what we'd like to see in Phoenix if it's to compete or, outrun FumeFX:
Sources:
Major:
-Velocity vectoring. Source should have velocity magnitude, direction along the object's 3 axis, and the normals (it only has that currently). Velocity should be separate from fuel/temp/smoke, to be able to have a source that just influences velocities. Make that mappable, to be able to break its character up, have some diversity
Solver:
Major:
-Fire channel. Burning fuel density should go into a fire channel. This is important.
-Parameter to control the rate of fuel burn (density/sec/temperature)
-Better vorticity control
Minor:
-Perturbation of the UV coords, to avoid the 'stringyness'. Something simpler like a warp based on temperature would be enough
Dream:
-Tools to handle work with MANY grids, which is ALWAYS the case in production. Possibility for one grid to pick the edge of another in a chained
network sim, cache manager, general network sim features
Preview:
Major:
-Visualize smoke
Minor:
-Fix the preview to a viewport. To be able to fix it to a camera, while you work in a perspective/ortho view
Viewport:
Major:
-Value picker. A tool that can visualize all the params of a sum of voxels under the cursor, albeit crudely
Minor:
-Less obtrusive viz style (big dots like Krakatoa?), custom gradients for the channels
Dream:
-Make a shader (MetaSL?) that can display the thing half decently in the viewport, with decimation for speed. I tihnk Houdini has such a mode
Rendering:
Major:
-Take the current emission/diffuse/alpha shader, and apply it to ALL 3 channels: fuel, fire, smoke. The current shader, with the possibilities to get color from the different sim channels is great, but fire, smoke and fuel need to be separate and then mixed. You can't shade well both fire AND smoke with a single shader. And it would be good to shade fuel too.
-Wavelet or an analogue. You need that, or something that gives at least as good results, to compete with FumeFX
Minor:
-Smooth interpolation on keys in the curve editor
-Instead of absolute values on the X and Y, use base values, which then multiply by spinner values for magnitude. This way brightness, densities, etc will be animatable and easy to tweak and generally use
-Render fire/smoke/fuel as separate passes that can be mixed in comp
Dream:
-Take helium (http://lumonix.net/helium) and make a node based shader editor. Sim channels as inputs, render params as outputs, with condition/operator nodes. Take Krakatoa's Magmaflow for reference. This will open huge doors for us.
Thanks
My point of view in this wishlist is the workflow of a VFX studio - meaning high volume, high detail, realistic work.
That wishlist expresses what we'd like to see in Phoenix if it's to compete or, outrun FumeFX:
Sources:
Major:
-Velocity vectoring. Source should have velocity magnitude, direction along the object's 3 axis, and the normals (it only has that currently). Velocity should be separate from fuel/temp/smoke, to be able to have a source that just influences velocities. Make that mappable, to be able to break its character up, have some diversity
Solver:
Major:
-Fire channel. Burning fuel density should go into a fire channel. This is important.
-Parameter to control the rate of fuel burn (density/sec/temperature)
-Better vorticity control
Minor:
-Perturbation of the UV coords, to avoid the 'stringyness'. Something simpler like a warp based on temperature would be enough
Dream:
-Tools to handle work with MANY grids, which is ALWAYS the case in production. Possibility for one grid to pick the edge of another in a chained
network sim, cache manager, general network sim features
Preview:
Major:
-Visualize smoke
Minor:
-Fix the preview to a viewport. To be able to fix it to a camera, while you work in a perspective/ortho view
Viewport:
Major:
-Value picker. A tool that can visualize all the params of a sum of voxels under the cursor, albeit crudely
Minor:
-Less obtrusive viz style (big dots like Krakatoa?), custom gradients for the channels
Dream:
-Make a shader (MetaSL?) that can display the thing half decently in the viewport, with decimation for speed. I tihnk Houdini has such a mode
Rendering:
Major:
-Take the current emission/diffuse/alpha shader, and apply it to ALL 3 channels: fuel, fire, smoke. The current shader, with the possibilities to get color from the different sim channels is great, but fire, smoke and fuel need to be separate and then mixed. You can't shade well both fire AND smoke with a single shader. And it would be good to shade fuel too.
-Wavelet or an analogue. You need that, or something that gives at least as good results, to compete with FumeFX
Minor:
-Smooth interpolation on keys in the curve editor
-Instead of absolute values on the X and Y, use base values, which then multiply by spinner values for magnitude. This way brightness, densities, etc will be animatable and easy to tweak and generally use
-Render fire/smoke/fuel as separate passes that can be mixed in comp
Dream:
-Take helium (http://lumonix.net/helium) and make a node based shader editor. Sim channels as inputs, render params as outputs, with condition/operator nodes. Take Krakatoa's Magmaflow for reference. This will open huge doors for us.
Thanks
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