Can i just say to the Chaos team that those new videos of Aura in action are STUNNING! :shock: :shock: :shock:
Work harder and faster to bring it to our grubby hands. Hurry!
It’s really starting to look great!, well when it started it looked great too, I was wondering will it be possible to “freeze” or slow down the smoke to allow for use as clouds?
Rerender: will it be possible to “freeze” or slow down the smoke to allow for use as clouds?
You can slow down the whole simulation. So maybe the smoke will appear as if a slowly changing cloud…
ill just add my post to say hi to evtim, awsome plugin from what ive seen so far. ive got an animtion in the simcloth forum, 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
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.