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Holy Crap!...Found volumetric solution for flythroughs that's 4x faster!...(clouds only)
show user profile  HANZZ
The aurora borealis test I did 2 days ago got me thinking about volumetric light based volumetrics for clouds, etc. The solution I came up with using planes is good for some things, but has limitations for flythroughs, as a spaceship might see, flying at super-lightspeed through nebulae.

Turns out, volume lights can be linked to a camera, and the light can be made to use a projector that's instantiated in a shader, which you can fiddle with in the material editor. It's super fast to render, and looks super smooth, unlike flythroughs with my stacked planes approach. I'll post a few shots in a minute, and a flythrough movie in a bit...

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 376 times
5/19/2016 6:47:49 AM (last edit: 5/19/2016 9:57:14 AM)
show user profile  ijzerman
Cool, i am curious :)
--------------------------------------

Pushing buttons since "86
read 364 times
5/19/2016 8:43:34 AM (last edit: 5/19/2016 8:43:34 AM)
show user profile  Nanne
Interesting, do you have some renderings to show us? :)

Kristoffer Helander
www.kristofferhelander.se
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 360 times
5/19/2016 8:53:25 AM (last edit: 5/19/2016 8:53:25 AM)
show user profile  mrgrotey
Pictures or it didn't happen :)




read 357 times
5/19/2016 9:21:45 AM (last edit: 5/19/2016 9:21:45 AM)
show user profile  HANZZ
Oh, it totally happened! It's working so great I've been distracted doing flythroughs.. :D
About finished with one now. Will comp them and post in a few mins.

Here's a couple pics...

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Image Hosted by ImageTitan.com


Here's a 800x450 flythrough of one nebula...(hmm...seems youtube ignores the fact that the video is rendered in that rez, and dowrezzed it to 640x360...)



 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 352 times
5/19/2016 9:26:06 AM (last edit: 5/19/2016 4:23:30 PM)
show user profile  HANZZ
There was a stumbling block to a point...it seemed that even if "lock noise to world space" was set, the noise didn't offset as the camera/light (with noise projector) moved through world space. No matter what I set, it wasn't changing when I moved it. So, I used wire parameters, went into track view, replaced the shader default Angle controller with Point3 XYZ, wired xyz to its proper counterpart, and viola! Instant infinite flythrough capable! :D

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 301 times
5/19/2016 5:16:23 PM (last edit: 5/19/2016 5:16:23 PM)
show user profile  HANZZ
An unfortunate update about this 'wire parameters' approach. Seems the movement works fine after you figure out how to translate the local axes to the world axes, but the rotation of the object relative to the shader rotation seems to be throwing a wrench in the works. My theory is that the shader applies rotations to its center relative to the world, or to one corner of the shader. And that's not going to work. Will keep looking. I'm pretty much by myself on this one, given how weird the entire setup is, but if anyone has experience with shader or shader scripting/function, I'd be curious to hear from you.

(update) Actually, there's an oddity with max's texture/material rotation approach I've puzzled over for years, and it's the heart of the problem. When a shader or texture is given rotation in the rotate field, it rotates just fine, so long as it's not offset at all. The center of the texture offsets out of sorts, and since the entire wire parameters approach depends on offset values, it's throwing off the rotation updates to the shader, so that massive rotations are being passed in. Grrr....Would be nice if there were a setting somewhere for locking the shader center in place for rotation despite offset.

Any script magicians have an idea how this might be altered?

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 275 times
5/19/2016 11:39:42 PM (last edit: 5/20/2016 4:22:54 AM)
show user profile  HANZZ
I've totally hit a brick wall with this. The lack of ability to lock a texture/shader rotation origin at initial zero relative to offset values is pretty much destroying the entire approach for anything that would be more than straight lines through nebulae.

I've tried some really weird things to get this to work:

changing controller types on the camera
changing mapping types in the material to everything
moving the camera/light gizmo
and many others

Too bad that either projector lights don't pass along the 'lock noise to world coords' setting, or that volume lights generally ignore world space shaders. None of this would be necessary if it simply worked as normal. I'm still going to try a few more things. Namely, I'm going to wire the world rotation coords to the camera, and wire the move coords to an object I move around from scene center. This will be a weird solution for my personal record books. Stay tuned.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 261 times
5/20/2016 5:41:33 AM (last edit: 5/20/2016 5:41:33 AM)
show user profile  digs

looks cool, i wanna play too.. Ill prolly have questions for ya at some point, i dont really know how u set that up, but it looks nice
read 253 times
5/20/2016 6:50:09 AM (last edit: 5/20/2016 6:52:12 AM)
show user profile  HANZZ
For flat flythroughs straight along xyz, it's simple enough. The problem is getting camera turns to work. I'm cranking on it still.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 247 times
5/20/2016 6:54:21 AM (last edit: 5/20/2016 6:54:21 AM)
show user profile  HANZZ
Well, after more than an hour of futile attempts, unless some scripter can figure out a way to get the shader to stay still relative to camera move and rotation, it's not going to fully work as I thought. Keep in mind though, it can be used for straight flythroughs and high rez shots for backgrounds, and even skyboxes so long as the rendering camera is at 000 and the wire parameters are set up right.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 241 times
5/20/2016 7:50:23 AM (last edit: 5/20/2016 8:26:02 AM)
show user profile  HANZZ
A render against a skybox I made...

Image Hosted by ImageTitan.com

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 237 times
5/20/2016 8:49:23 AM (last edit: 5/20/2016 8:49:23 AM)
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