View Full Version : ICE: An Artist Tour #2 - Production Primer
Leonard
07-24-2008, 09:31 AM
Here's another great video by Brad Gabe:
1392786
Author breaks down the steps of a production scenario into discreet problems, explaining how each can be solved, and how to find the right nodes for solving.
1) Filter emission using weight map
2) Difference between Random and Turbulize
3) Using a Turbolized Color map to trigger simulation
4) Setting up a simple state machine
5) Using timers to change states
druitre
07-24-2008, 10:13 AM
Very cool. (Tip: on my comp I had to click 'watch HD version' to make the nodes etc readable.)
Question: on this and other tutorials I see the particles, when speedrandomized, come out in a wispy, gaseous behavior. I don't see anything set up as being 'fluid', 'gaseous' or 'solid' so is this just the default you get from standard emissions? And to simulate a fluid (realflow-style) would that be possible too, in the current implementation of ICE? (I want that hand dripping blood with the blood collecting in a pool on the floor, for example)
(ignoring for the moment that ICE cannot as yet generate a mesh around those particles, I'm just interested in the simulation)
Jasper
stevmcn
07-25-2008, 06:54 AM
(ignoring for the moment that ICE cannot as yet generate a mesh around those particles, I'm just interested in the simulation)
Jasper
You should be able to do this with a good liquid volume shader, no?
redmotion
07-25-2008, 07:17 AM
You should be able to do this with a good liquid volume shader, no?
I'm guessing but if the new volume shaders are indentical to the binary alchemy ones then liquid should be possible out of the box.
origin
07-25-2008, 01:46 PM
fine video, thanks.
druitre
07-25-2008, 02:25 PM
That's why I'm asking about the simulation part.
Doing a fluid sim with particles is something different than a gaseous or solid one, or isn't it? Making wispy smoke calls for different particle behavior than a crashing wave in a container. Can someone tell me if you'd be able to do that with ICE and particles?
Thanks
halfdan
07-25-2008, 03:13 PM
(ignoring for the moment that ICE cannot as yet generate a mesh around those particles, I'm just interested in the simulation)
Sure it can. There's a blob primitive, which is implemented as real geometry in mental ray, so you can apply displacement to it and any material you feel like.
Stereo
07-25-2008, 11:10 PM
the creation looks good, but can you get a good looking end result?
and not just old particles..
can you get houdini-like, fumefx-like results with xsi7?
redmotion
07-26-2008, 04:03 AM
the creation looks good, but can you get a good looking end result?
and not just old particles..
Like always, that'll depend how talented the artist is.
the creation looks good, but can you get a good looking end result?
and not just old particles..
can you get houdini-like, fumefx-like results with xsi7?
As mentioned, that depends strongly of shading. A fluidsolver could perhaps soon be available as an ICE node, I think...It generates the motion. I canīt say anything about the new volume shaders in XSI. Seems to be the BA collection though...Donīt know if they could deal with virtual densitys or temperatures, wich would be nessacary to create fume-fx-like effects. The BA collection I know, was not able to do those things.. As a "vehicle" you can use particlers for those effects (store information by particle id), as we did within emFluid, but our main problem getting convincing results were the shaders...so, good shaders for gasous effects like fire or smoke are the key to success. Problem of certain shaders for particles, they always get blobby...
oliver
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