CA Scanline uses V-Ray to integrate 3D elements

For one of their actual projects, CA Scanline is developing a lot of tools for the simulation and rendering of all kinds of water effects. The whole production pipeline of their actual project is based on Implicit Surfaces and Volumetrics. Here are some of their results.

http://www.chaosgroup.com/news/20040604-01.html

In - cre - di - ble…

This shows what one can do with the Vray SDK. Dreamscape go home.
Scanline really knows what they do - Glückwunsch Jungs! Sieht Hammergeil aus!

I’d love to see this integrated directly in Vray. But i think scanline won’t give us the tools so easily - they spend a lot of research and development in this technology. It just would be too good to release this for free and there might be not enough cusomers to pay for an extra plugin for vray. So i think we normal users won’t see these tools in our projects soon. :frowning:

Anyway - looks just awfully good! :smile:

Wow!!! When do we get to play? :stuck_out_tongue:

-Matt

AMAZING STUFF!!! I hope i can get my hands on something like this one of this days!! :shock: :shock: :shock: :shock:

WOW! WOW! WOW!

“200 full CG underwater and above water sequences”

I’d like to see the finished sequences. Truly Amazing.

Chris.

I;d love to hear that they have commercial plans for the water implicit surfaces and the MicroConfinement. WOW :roll:

Looks Incredible!

now i begin to understand…wirklich klasse :slight_smile:

implicit surfaces are really cool… they have been around for a while in renderman, but the more that Vray can do what renderman can do, the better.

I think its a standard technique. Every raytracer capable of raymarching should be able to do it. (Isn’t every raytracer capable of raymarching?) I myself rendered isosurfaces in 1998 with mentalray already. Shaders like that were available a lot earlier. Unfortunatly i’m no shader writer, but refering to the “advanced renderman” book it should not be too difficult to write that kind of shaders. Mine were from PhoenixTools from Italy who unfortunatly went down some time ago. But their website where they posted some samples is still up. its www.phoenixtools.com

Besides that i’m quite bored by that “fancy” announcements from such kind of black box productions like scanline. If its not available for the rest of the world - its totally useless! But maybe they feel kind of better standing out of the mob that way. :wink:

While there is indeed nothing too fancy about the implicit surfaces themsevles, you need a way to generate those surfaces. The surfaces used for the water were generated from fluid dynamics simulations; the “Advanced RenderMan” book doesn’t tell you how to do that.

Best regards,
Vlado

To me the most fancy aspect of this is to see a rendering of isosurfaces in conjunction with the fast gi of vray. So the message is: Its not just a technical paper info but its usable in a real production context to deal with extreme detailed scenes. Thats good news anyway.

Exactly. What is amazing is taking advantage of the tool (the SDK) and producing such wonderful, useful and realistic geometries! I cant stop watching the micro confinement and waves AVIs. Powerful stuff.

i also have to say this is an awsome tool. if only i knew more about how to use the SDK to its fullest potential but im not a programmer. My brother is one though hehhe. maybe i can get him to create something for me :slight_smile: although he specialises in creating data base programs. not sure the physics of raytracing would be something he could do. where could we find SDK documentation?

hi Ron,

you mean that this ImplicitMicroConfinement stuff can be achieved with a shader? Are there some solutions out there? Does somebody have some information on this?

THX
rablo

if you know about coding sure it can be done through the SDK

From what I’ve read it took more than just the VRay SDK. Another thing to consider is that it’s not just coding involved. I’m sure with their many years of research CA Scanline are wizards with math. Like Vlado said, they had to create a fluid simulation which could probably be compared to a plugin like SimCloth rather than VRay and it’s SDK. I’d think the beauty in this article is how easy it was for them to combine many features of VRay and integrate the fluid sim with some of the components.

--Jon

It does not make mo go WOOOHAAAAAaaa.. i just finished school and those things look lika very basic skills

Like Vlado said, they had to create a fluid simulation which could probably be compared to a plugin like SimCloth rather than VRay…
--Jon

Hmm…maybe Aura rather than simcloth :slight_smile:

Hey dutchie, why don’t you go fix me up some of them :roll:

hmm…last part of my message is gone, and I cant edit it???
:?: :?:

It does not make mo go WOOOHAAAAAaaa.. i just finished school and those things look lika very basic skills

:shock: :shock: :shock: :shock: ¿¿¿???

well, mmmhhhh…