End of the World.

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owei
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Re: End of the World.

Post by owei » 06 Feb 2012, 17:29

Hi!

Did you thought of using the grid render option of the BA_shaders..? Right now you are rendering just particles and this always leads to the same problems...flickering, noise etc..
I think Eric gives some shading exapmles in his actual version of emfluid4. Though, to get nice results, the grid of the fluid must be quite hires...
Here are some test on this:



..and even Holger talking about his shaders at the UeberTage meeting 2011 (German though..)


cheers,
oli

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Mason
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Re: End of the World.

Post by Mason » 07 Feb 2012, 04:05

Thank you Oliver.
Last edited by Mason on 16 Feb 2012, 03:32, edited 2 times in total.

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owei
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Re: End of the World.

Post by owei » 07 Feb 2012, 08:36

Hi!
Sorry, I just saw' hat you are using the Fluid shaders already...just saw your tree at the first image...well, to improve this, you may work in the alpha and color gradients you are using. The fractal also seems quite noisy. Difficult to tell...

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Mason
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Re: End of the World.

Post by Mason » 07 Feb 2012, 14:11

Oliver, how can be activated grid render option ba shader? where is it? indeed there are some problems, flickering, noise. Now I learn into the ba_shader never used before. Sorry for spelling and other errors.

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owei
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Re: End of the World.

Post by owei » 07 Feb 2012, 22:31

Hi!
Well, I can´t read your tree you posted on the first page good enough, but I think, you already us the BA_fluid node wich does exactly that. I can´t see if you are getting the scalar value out of emFluid (via BA_fluid_value_float) and pipe into the BA_fluid node. As I said, have a look at the examples Eric provides in the samples..
The flickering may be caused by other settings though...but the grid stuff mostly works quite flicker free..

cheers,
oli

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Mason
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Re: End of the World.

Post by Mason » 11 Feb 2012, 08:19

I do not know.
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Mason
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Re: End of the World.

Post by Mason » 12 Feb 2012, 12:53

The Second.


Kzin
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Re: End of the World.

Post by Kzin » 13 Feb 2012, 13:13

the wave comes to late, your mushroom is growing but your wave comes after this.

this video shows it really good what happened and what you should change.
http://www.youtube.com/watch?v=Z24nVmGL_r4

also, i am not sure about the speed, i think its to uniform compared to different clips of abomb explosions i watched.

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Re: End of the World.

Post by Mason » 14 Feb 2012, 00:05

Imimprovers on it, but now the city made it. I'm to drop bomb on the city. :D
Momentum 3 and voronoi fractal, will be amazing. =p~
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bottleofram
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Re: End of the World.

Post by bottleofram » 14 Feb 2012, 15:16

Hi Mason,

Interesting thread. Definitely wanna see how we all cease to exist. Until than though, would you mind sharing some info on how you made the city? ;) Thanks

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Re: End of the World.

Post by Maximus » 15 Feb 2012, 18:12

i am also interested in how you made the city, especially the texturing part :D always been curious how people approach to texture something like that!
Thanks!

Max

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Mason
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Re: End of the World.

Post by Mason » 16 Feb 2012, 01:51

The city is procedural, (Procedural City Engine) Prepare the city he saved the obj and texture can be refined. (Of course no one will be the only 4500 model building.) After that comes the composite, otherwise these twenty-second renders. The essence of post-production, contrast, brightness sapphire glow etc. I even had a couple of things, because they will break the buildings.

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Re: End of the World.

Post by Mason » 16 Feb 2012, 18:49



Ballistic rocket, i think speed so good.

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Re: End of the World.

Post by Leo » 16 Feb 2012, 22:44

Mhm, the liftoff speed and the tiltrate don't fit any particular scale if you ask me. Either make it lift faster or tone down the tilt.

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Re: End of the World.

Post by Mason » 17 Feb 2012, 22:49

x_x

I hope tomorrow will be ready to crash simulation.
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Re: End of the World.

Post by Mason » 18 Feb 2012, 14:53

Pre_Fracturing_City
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