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I think with the capabilities in the 3S, Fast 3S, and 2 sided shaders, a volumetric shader wouldn't be too far of a stretch. Actually, I have gotten pretty close simply using falloff maps and cloud shaped meshes.
i think to write a decent cloud engine (not procedural based like all of the existing ones) but actually voxel based clounds, its as much work as to write vray or any renderer for that matter from the ground up to what we have today. Asking for cloud engine, is really an unrealistic request.
i think to write a decent cloud engine (not procedural based like all of the existing ones) but actually voxel based clounds, its as much work as to write vray or any renderer for that matter from the ground up to what we have today. Asking for cloud engine, is really an unrealistic request.
Quoted for agreement....I'd rather have Vlado work on more actually renderer-related features :P
i think to write a decent cloud engine (not procedural based like all of the existing ones) but actually voxel based clounds, its as much work as to write vray or any renderer for that matter from the ground up to what we have today. Asking for cloud engine, is really an unrealistic request.
what like aura?
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"Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."
aura. what a magical word. just uttering it makes ears around the world perk up
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combined with some of the fun stuff in the other cloud/sky thread i think it could be interesting.
And all of this is running realtime in 2003.. sooo.. hey and on her site theres also links to the gmax script, and some sample cloud files to play with.
i think to write a decent cloud engine (not procedural based like all of the existing ones) but actually voxel based clounds, its as much work as to write vray or any renderer for that matter from the ground up to what we have today. Asking for cloud engine, is really an unrealistic request.
what like aura?
haha you funny guy
no, voxel based is not aura or fume. Its much more then that. For intance, proprietery software called storm; chris nichols would have more info on that, but it did allow them to simulate nice clouds and other smoke like effects. Cache files are enourmous though.
my point was that I agreed with you, that as much as I'd like to see this sort of thing, look at the development time of aura, which in an abstract sort of way is similiar to what is being asked for.
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"Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."
I know it doesn't help posting about internal tools others have, but it seems pixomondo wrote some nice cloud tools for their red baron VFX. Check it out here:
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