Mootzoid in the news and blogosphere
http://www.cgchannel.com/2017/12/eric-m ... downloads/
Some of the Softimage community’s most popular tools
Over the past decade, Eric Mootz has developed some of the Softimage community’s best-loved plugins,
earning a nomination for a 3D World CG Award in the process.
http://www.cgicoffee.com/blog/2017/12/a ... s-now-free
Can't wait to get my hands on the full versions of emFluid and emPolygonizer!
BTW, you know what makes Eric's plugins so special? Just a couple examples:
They add complete OpenVDB support (read/write) inside Softimage!
You can simulate fire and smoke whilst exporting frames to .VDB
whilst having Redshift for example picking those frames to render. It's fast and it's reliable.
emPolygonizer provides a powerful multithreaded mesher to use with any object,
be it particles or just a bunch of meshes.
I used a while ago to mesh hundreds of thousands of particles in my FleX Fluid Simulation studies
and was thoroughly impressed.
It is so, so much more powerful than XSI's native polygonizer.
________________
Also for EMFluid::
EMFluid is like a very optimal (memory efficient, fully multithreaded, with some gpu processing)
very *open* ( open in a very n-ICE way) relatively low level voxel grid (previously only renderable through particles) fluid simulator,
where only the very core are C++ compiled nodes (with included sources)
How low level EMFluid can be, traditionallly may have been why you had to sort of make something out of it, to get what you were looking for.
Which can still also be true today in terms of looks
(with everthing there to make small or large scale things look either fully real, or otherwise to your liking),
but without putting as much stress on your engineering side.
Like one of the latest version EMFluid includes a "Combustion" node,
being like an "Easy to use" top level single compound with parameters linking to still very approchable inner trees,
which should greatly help narrow down what is where and what's important,
while still allowing to add-to or modify the working of things in a very comprehensive way.
Like having a good part of the system itself right there.
One of the things I'd want to do is make EM-Fluid presets, or like production ready methods.
(on top of a number of other things I'd like to do
)
Other pros::
-Can still advect particles, (much more efficiently than before, and also can be very useful)
- can reveal (mask) or drive various fluid properties with *anything* :: particles, geo, transformable gradient null shapes...
**and/or other overlapping EMFluid "Grids" (like layers) of possibly varying densities,
with shared, or their own driven contents. (mind boggling poissibilities)
-Has an extra fast deciated fluids pass renderer, that supports some advanced lighting features, AO, motion blur, DOF,
that can mask-out scene objects, and that can cast decent shadows on scene objects in the passe's alpha,
with gradually fuzzying-out of shadows based on distance (faking it with density).
Also otherwise of course rendrable with Arnold, MR, or Redshift VDB's
- VERY Wide and flexible array of IO possibilities and formats.
- Very smart caching
...
Could go-on for other freshly now available EM-TOOLS (and just may do that a little later
)