Author Topic: Shuttle (Antifiction)  (Read 6352 times)

0 Members and 1 Guest are viewing this topic.

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
You scare me.

 
Quote
Originally posted by Setekh:
   
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Windrunner

  • 210
  • The Hammer.
That is one mean looking picture. And the details are awesome.

take a look a this guy's wallpapers, they are also awesome .go to www.digitalblasphemy.com

   

------------------
They say that death allways smiles at us, the only thing we can do is to smile back.

Staffmember: Hard Light Productions
-----------------------
Proud member of: 79th Tango Squadron


[This message has been edited by Windrunner (edited 05-22-2001).]

[This message has been edited by Windrunner (edited 05-22-2001).]
Staffmember: Hard Light Productions
I said a lot of things.  Some of them were even true. - Aldo_14

 

Offline wEvil

  • The Other Good Renderer
  • 28
    • http://www.andymelville.net
yea,,i keep hearing about this 'ere hypervoxels engine.

what is it?
shaded volumetrics?

 

Offline Darkshear

  • Deux Ex Reddere
  • 26
heh...what are hypervoxels...there is a book waiting to be written...
I could write for days on what it is, how to use em for different things, and styles and techniques to accomplish the exact look you want...
Basically, hypervoxels allow you to add true 3-d space to a point. the space will accept shadows, become translucent, solid, transparent, animated...etc etc etc upon your demand...(And settings)
some common uses for them are using an emitter and collision setup to emit particles from something, (In this case the engines) set to certain speeds and dispersions at specific angles and distances in a certain amount of volume. In this case I think I had about 500 particles a second generated moving at 50m/s -y. with a -1 y gravity well.
This coupled with the collision matrix I set up for the ground, launch pad and tower. (Something like 1mm distance reflective bounce, static movement, with hard dislocation)
Basically that means, all the little particles (1 point polygons) shoot out of the engines really fast and bounce around off of the ground and stuff dispersing outward.
Now I have my animation, so I load up hypervoxels and apply it to that object emitter. (I think I named it engine exhaust)
Then I messed with the surface settings to make it looke like smoke, and react to main lights I placed around the outside of the engine to give it a nice brightness. Then I added a color map, which was transparent at the very top, then blue briefly, then transparent again, then goes into the white smoke. (To get the effect of the engines firing)
then a luminosity map, to make it brighter the closer it got to the engines...this added a little to the brightness of hte lights.
then I made it fairly opaque, so that light passed through it really well, the more smoke light has to go through the more shadows it produces.
now what hypervoxels actually did was create a sphere of true 3-d space around each particle being emitted, (Not quite a sphere I set up a motion distortion so the sphere formed it's oblong shape depending on it's velecoty and angle) which light reacts to in 3-d. Since I made the spheres all about 750mm, with a 250% random size variation possibility, it was able to meld all of the spheres that were close enough into a single object, with cloud lke protrusions on it. if a particle strayed too far from the mass, it would become it's own cloud.
And that is what hypervoxels can do in a nutshell.

It can also create realistic snow, rain, explosions(space and planetside with gravity), water fountains, ocean spray, squirting liquids like blood or a water hose, dripping liquids, gasses, steams, nebulaes, solar flares, bushes, trees, gun fire, tracer rounds, you can set up the emitter to be effected by gravity, wind, other objects, make the hypervoxels land on objects, (Truely realistic snow buildup on a car for example), staligmites, floatign blood like in star trek the undiscovered country, shockwaves,etc etc etc etc...hope that answers a few questions  

Rob
Rob
Darkshear

 

Offline wEvil

  • The Other Good Renderer
  • 28
    • http://www.andymelville.net
So they're a particle based volume system like Pyrocluster/Afterburn?


 

Offline Darkshear

  • Deux Ex Reddere
  • 26
I don't know what Pyrocluster/Afterburn are...

But they can be particle based, or object based...depending on how you want to use them
Rob
Darkshear

 

Offline wEvil

  • The Other Good Renderer
  • 28
    • http://www.andymelville.net
3dsmax plugins that would appear to do the same thing.

whats the hypervoxels integration like in Lightwave?

easy to use?

i admit i havent messed around with AB or Pyrocluter 'cause they take ages to render and i get bored easily...specially when what you're doing is basically a pre-manufactured effect anyway.

BTW-
have you done anything for http://www.spacebattles.com  ?



------------------
All your dirty secret are belong to us!

 

Offline Darkshear

  • Deux Ex Reddere
  • 26
Uhh...premanufactured? I hope you are not comparing them to Hypervoxels...when yuo apply hypervoxels to something it starts off as a 1 meter blank solid grey bubble around each particle.
YOu have to texture it just like a model, animate everything just like a model...there is nothing "premanufactured" about hypervoxels, nothing more then is premanufactured about a model you build and texture from scratch. I am sorry but I find it kind of insulting to spend hours creating an effect to have it implied that it is premanufactured...  

Easy to use? I think, some people disagree with me...
you can use it on everything from static objects to morphed particle animations to free emitter and collision animations...
what you choose to do with it really decides upon the difficulty of it...

Rob
Rob
Darkshear

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
And you've been doing this how long?
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Darkshear

  • Deux Ex Reddere
  • 26
Umm..I started rendering day before yesterday :P

Actually about 4 1/2 years...no school or work for it...simply a hobby  
(Well about 2 1/2 if you count all the time I wasn't able to render(Working at boeing or as a police officer both took almost a year out of my life in which I didn't even get on line often, let alone render anything))

Rob
Rob
Darkshear

  

Offline wEvil

  • The Other Good Renderer
  • 28
    • http://www.andymelville.net
Did i say i knew anything about the way Hypervoxels worked?

nope.

What i said was Pyrocluster and AB both come with presets that will do for most people.  Obviously they are highly tweakable and can do pretty much any volume/parametric surface effect under the sun, its just that *I* (me) have not messed around with them too much.

Sorry for any misunderstanding.


------------------
All your dirty secret are belong to us!