Elementacular 1.5 released - volumetric cloud shaping plugin for Maya

Started by pokoy, December 16, 2016, 08:51:02 AM

Previous topic - Next topic

pokoy

Thought I'd hare this here:

https://elementacular.com

Currently it's only available for Maya (renders with Mental Ray and Arnold). The neat thing is how they approach the modeling of clouds and that they fully support OpenVDB.

Oshyan

Looks like OVDB is the main new non-app-specific feature in 1.5:
https://elementacular.com/content/elementacular-1-5-supports-rendering-in-arnold-and-renderman-through-openvdb

The render on that page, is that minutes and seconds, or seconds and milliseconds?? It has to be the latter, right?

- Oshyan

pokoy

I'd say it's hard to believe these are minutes...41 seconds probably, Arnold should be quite fast with that. But they really need to specify this along with that number.

I found that the way the cloud modeling is really interesting, you could automate a lot of this to produce all kinds of cloud forms while keeping control of the details.

Oshyan

I agree, Arnold should be faster than that, especially for the relatively unrealistic shading/scattering. That's why I mentioned it.

The only video I've seen of their cloud modeling just looks like a bunch of spheres that act sort of like metablobs, and I saw that back in 2014. Is that what you're referring to?

- Oshyan

pokoy

Yes. I wonder how they create the volume data but you probably know more ;)

Hetzen

Meta-blobs can be done in TG quite easily. You define a point then measure the length away from that point, convert that to a gradient (linear step), then use a PF or noise combination to alter the black level in another linear step.

What would be useful is a visual cue to realise the volume around that point when constructing your shape out lots of meta-balls. I've been thinking that a particle system could also use this approach.


Hannes

Quote from: Hetzen on December 17, 2016, 08:08:05 AM
Meta-blobs can be done in TG quite easily. You define a point then measure the length away from that point, convert that to a gradient (linear step), then use a PF or noise combination to alter the black level in another linear step.

What would be useful is a visual cue to realise the volume around that point when constructing your shape out lots of meta-balls. I've been thinking that a particle system could also use this approach.

This is incredibly cool, Jon!!!

Hetzen

Here's another render with three blobs stuck together. Took just over a minute to render on default settings, just AA=4.

[attachimg=1]

Hetzen

And this one took 6 mins with 300 million voxels, Cloud Quality of 0.7, AA=6. With slightly different positions and sizes for the blobs.

[attachimg=1]

Hetzen

And another. Same settings as above, different POV to fill the frame, with slightly different blob positions. This took just over 9 mins to render. This and the above two renders use the same PF, just different blob scales and positions.

[attachimg=1]

Oshyan

Well dang Jon, that's cool stuff! Need to look into and think about this more...

- Oshyan

AP

Those are some interesting cloud experiments.

Here are some older threads concerning Metacloud experiments.

http://forums.planetside.co.uk/index.php?topic=3691.msg50489#msg50489

One example in the File Sharing thread.

http://www.planetside.co.uk/forums/index.php/topic,3691.150.html

Dune

Cool, Jon. Off to experiment right away, but I can't get it to work, didn't find a way to change the blobs location. Is this the way you set this up somehow?

mogn

Linear step 01  delivers an output at all places  between 0 and 1
So it means no sense to have a limit greater than one on linear step 02.