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erikals
06-14-2013, 01:28 PM
4 years but I finally got it. A rotating supercell.


http://vimeo.com/67995158

http://www.mikeolbinski.com/theblog/2013/06/timelapse-of-a-supercell-near-booker-texas

papou
06-14-2013, 02:08 PM
rendertimes?

shrox
06-14-2013, 02:17 PM
I have done that, over Goose Ranch Texas.

prometheus
06-14-2013, 04:06 PM
lovely nature..how do you do that:)

Iīm almost there..:)
http://vimeo.com/67990100
http://www.youtube.com/watch?v=wjL55mVQazw

pinkmouse
06-14-2013, 04:12 PM
rendertimes?

Realtime. ;)

shrox
06-14-2013, 04:26 PM
lovely nature..how do you do that:)

Iīm almost there..:)
http://vimeo.com/67990100
http://www.youtube.com/watch?v=wjL55mVQazw

I'll have to revisit that. I think it was in LW7.5, was that before HVs got messed up?

prometheus
06-14-2013, 04:58 PM
I'll have to revisit that. I think it was in LW7.5, was that before HVs got messed up?

my samples was hypervoxels in lw 11.03, havenīt tried the old voxel system with the old blending doubler method if that is what you refere to?
So the cloud render on vimeo and on youtube are straight raw renders without processing.

I would probably try this out with turbulence though, if it could handle the scene scale of it, maybe using particles to drive the fluid sim.

Then itīs just a matter of adding the lightning in there, dponīt sunsky would work nicely to have atmospheric colors on the
fluid sim too.

Michael

shrox
06-14-2013, 06:21 PM
my samples was hypervoxels in lw 11.03, havenīt tried the old voxel system with the old blending doubler method if that is what you refere to?
So the cloud render on vimeo and on youtube are straight raw renders without processing.

I would probably try this out with turbulence though, if it could handle the scene scale of it, maybe using particles to drive the fluid sim.

Then itīs just a matter of adding the lightning in there, dponīt sunsky would work nicely to have atmospheric colors on the
fluid sim too.

Michael

I used morph targets of points on the stuff I did. I think I had an animated map too.

goakes
06-14-2013, 08:24 PM
Mike that is absolutely Beautiful! Did you need much color grading? And also thank you for all the informative tuts.

prometheus
06-15-2013, 01:33 PM
I used morph targets of points on the stuff I did. I think I had an animated map too.

Do you have the animation of that lying somewhere acessable? donīt think Ivé seen it.
Such cloud formation showcased in the real clip from Mike would probably be a noway voxel can do, only up to a midlevel of realism I think.

Mr Rid did some nice stuff with tornados and voxels, not sure he continued to work with them to completion really, and I think he had
more than whatīs on youtube, one of the tornado clips dont play properly there.
http://www.youtube.com/watch?v=n9PyX7LZ_2o

That isnīt bad, it just moveīs to fast to match the sort of supercell shown in the clip.
the foreground needs replacement to more realisic ground, and the sky could be replaced with dp_sunsky which would affect the tornado with proper lighting and color shading, at that time Mr Rid didnīt have such options for skies, then to get more realism based on Mr rids tornado, it would require filling in the sky with more layers of voxels.

fluids would be best perhaps,(turbulenceFD) but it would require insane memory and simulation time and needs to be done in lot of layers to get intricate small cloud formations within the supercell, and it migth be tricky to work on large scale sims.

I hope the Lightwave group has started to look in to openVDB already, if not they should.
http://www.openvdb.org/

Michael

bazsa73
06-15-2013, 02:09 PM
mother nature uses multiple emitters and each one shoots particles into a slowly swirling storm, I would try
to simulate that

Wireframex
06-15-2013, 02:15 PM
Realtime. ;)

Best rendering time full effect ever earth made :)

prometheus
06-15-2013, 03:11 PM
Best rendering time full effect ever earth made :)

real time engine closing in on atmospherics..realtime volumetrics,godrays etc.
http://www.youtube.com/watch?v=0ygZCDoCVec
Check thread here..
http://forums.newtek.com/showthread.php?135998-Reset-Atmosphere-Tech-WIP-Nice-atmospherics-sun-clouds-godrays

I wish I could have that quality shown in this game engine development by these two guys, even if it needed to be rendered...I think the air illumination scattering and volumetrics actually surpasses that of
vue/ozone/ogo taiki/Dp_sunsky .. and that in realtime

Maybe only critics would be the need of slightly better cloud density/quality..but only marginally, thefoundation is there.


Michael

jasonwestmas
06-15-2013, 03:23 PM
I'm jealous, I feel like this guy stole something from me because he was there witnessing this and I wasn't. :D

bazsa73
06-16-2013, 03:44 AM
What if I sculpt it in Zbrush then rotate it and on top of it I emit particles?

Interesting how the motion of the clouds differs from the swirling motion.
It looks as if nature's voxels would flow on a surface.

prometheus
06-16-2013, 08:59 AM
What if I sculpt it in Zbrush then rotate it and on top of it I emit particles?

Interesting how the motion of the clouds differs from the swirling motion.
It looks as if nature's voxels would flow on a surface.

Might work, I dont think it would be necessary or useful to use zbrush to sculpt it though, think it might be better to deform it directly
in modeler perhaps, or use displacements.
I have my doubtīs to wether or not that could yield good end result.

It would still have to be chrushed a lot in post processing with blur etc, and then you would loose the finer detail in the undulations in
clouds, besides that..the cloud translation fluctuation is too advanced I think to pull off with voxels and particles in such natural way
Maybe secondary emitters moving very slowly with hypertexture effect set to velocity translate or turbulence, and tweak those in
itīs own seperate layer.

prometheus
06-16-2013, 09:31 AM
just fiddling with turbulenceFD, I think thereīs quite a few options here, apart from using particles as the generation of the fluids,
you could also use cloud planes and use the surface texture, add some nice cloud fractal, then a second fractal layer for a displacement layer and that one could be rotated and enveloped so you can for instance use cyclone to displace the main cloud fractal layer.

I just did an initial test, and it seems to work, the good thing is you have much better and realistic fluid motion, and completly seamless
fluid gasous cloud that blends nicely without hv puffs.
working on a couple of such layers and mix them would probably bee best way to go.

so I see about 3 different ways in turbulence.
1. use particles as drivin velocity force
2. use surface textured cloud planes
3. use geometry objects emitting fluids

Michael

shrox
06-16-2013, 09:50 AM
I think the reason I used morph targets was more control over the movement of the cloud structures.

prometheus
06-16-2013, 12:04 PM
I think the reason I used morph targets was more control over the movement of the cloud structures.

Yeah ..that figures.

did you find that clip to showcase it?


About fluids..I was a little wrong about good results from underlying displacement texture layers to affect the first cloud
fractal, that didnīt work properly, You would have to be careful about which procedural to use, initial tests with cyclone and coriolis together animated within a fluic cloud plane wasnīt giving the results I expected, flow noise looks interesting though.
it is a little difficult to shade sthe smoke fluid, and I have some issues with that, have to use proper opacity mapping etc, also might need to use multiscattering, but my version of tfd crashes using that.

Michael

Netvudu
06-17-2013, 01:30 PM
I did the displacement 2.5D solution 5 years ago...

Ok, itīs the opposite, from space looking downwards but you get the idea. Thereīs a breakdown too.


https://vimeo.com/1034998

prometheus
06-17-2013, 03:57 PM
I did the displacement 2.5D solution 5 years ago...

Ok, itīs the opposite, from space looking downwards but you get the idea. Thereīs a breakdown too.


https://vimeo.com/1034998

Yeah..that was great stuff, limits you to real life footage and certain camera angles though.

Michael

Mr Rid
07-06-2013, 03:41 PM
Reminds of a vortex that Dennis Greenlaw did back in LW 5.6 with HVs.

https://www.box.com/shared/static/7h19v1j1d6.mov

erikals
07-14-2013, 10:54 AM
...backyard test


http://youtu.be/eGimzB5QM1M

RT-4-777
07-14-2013, 11:52 AM
Awesome! That is so cool!