Dribble tests and renders

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Dribble tests and renders // Roundtable

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Post by splinters // Nov 22, 2007, 12:14am

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:o OOOPS! Didn't recognize your where that busy!



And there are more....but I have no time at the moment. They are real fun to make though...:D

Post by Burnart // Nov 22, 2007, 12:26am

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The fur is looking very cool so far. Good question about animation. Looking forward to this feature and what else you have to show us SiW.

Post by Steinie // Nov 22, 2007, 4:43am

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That hair looks great and your heading in the right direction. Dribble would be even more popular if you nail this. Realistic Hair and Fur for $35.....a bargain.


What is next Fog, Smoke and Clouds?...;)

Post by Jack Edwards // Nov 22, 2007, 5:12am

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Hey count me in on volumetric shaders. That would make dribble a necessary purchase for all TS users. ;)

Post by splinters // Nov 22, 2007, 5:41am

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tS needs a decent fur/hair system. Most other big apps have something like shave/haircut or sasquatch etc.

Get this right and tS would move up a major notch (while still looking for cloth and fluid simulations of course...:rolleyes:)


Can't wait...will it be long?

Post by Liger ZERO // Nov 22, 2007, 7:42am

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Looking good SiW. I have a model just waiting for some fur.:)

Post by SiW // Nov 22, 2007, 12:40pm

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Glad the little test went over well. I think you can start to see the potential, with the better shading and gravitational force, as well as the fact that they're not just lines (you can specify start and end width, which means this should be good for grass too)


As far as animation.. that's where it gets a lot trickier. You can't really do it without some sort of particle dynamics, which isn't necessarily hard, it's just tying it all together. Certainly don't expect anything in this first release.


It's interesting to note that as far as the "big 3" packages go, Shave and a Haircut is built in to two of them and the other has had its own system for years now. And then Sasquatch was a private plug-in custom-written for certain studios years before it became commercial. So that's some indicator that this isn't a trivial problem.


I'm aiming for a 1.03 release around the middle of December.

Post by 3dfrog // Nov 22, 2007, 12:46pm

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Cool. Can't wait. Will there be some kind of realtime preview of the hair or do we just have to figure out by rendering. Like being able to see length and density would be cool.

Post by ed_baker // Nov 22, 2007, 2:36pm

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As far as animation.. that's where it gets a lot trickier. You can't really do it without some sort of particle dynamics, which isn't necessarily hard, it's just tying it all together. Certainly don't expect anything in this first release.



I wasn't expecting full dynamic interaction though that woul be absolutly fantastic. I was speaking more of being able to animate by hand secondary motion like the hair flopping up and down with the steps of a character walking.


Also, does dribble work with the new KFE?


Thanks,

Ed

Post by Burnart // Nov 22, 2007, 3:13pm

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This seems to be the defacto Dribble thread so I'll post this here.

Am I right in my assumption that we don't have animated materials in Dribble at this stage? I'm particularly interested in animated wrapped texture maps. Assuming I'm right when it is implemented will we be able to use frame sequences rather than an avi? (Please!)

Post by rjeff // Nov 22, 2007, 4:11pm

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hmm I am a newbie at dribble. I just installed it today. I must ask. Do I have to have the 3delight licsense server running every time or just when you install dribble?

Post by prodigy // Nov 22, 2007, 4:22pm

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i don't have drible, but far as i know many standalone render engines like vray (max) and others needs the license server running all the time..

Post by Burnart // Nov 22, 2007, 5:25pm

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Yes you have to run the 3Delight license whenever you want to render in Dribble. I created a shortcut on my desktop from the 3Delight license file and just double-click it before I render the first time that session. (Usually I just leave it running in the background until I close the computer.)

Perhaps one of the more tech savvy people could tell us if its possible to add it to the automatic startup in some way.

Post by SiW // Nov 22, 2007, 5:51pm

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Yes, the license server has to be running all the time. There's a shortcut (two actually; one runs it in a window, the other runs it invisibly) in the 3Delight start menu folder, if you copy that to your start > startup folder then it will run every time you log in to Windows automatically.

Post by SiW // Nov 22, 2007, 5:53pm

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Am I right in my assumption that we don't have animated materials in Dribble at this stage?


Right now if you're animating material parameters that should pass through to dribble. What isn't handled (I don't think) is automatic handling of animated textures, sequential images OR AVIs. I think I can handle it properly, I'll take a look.

Post by SiW // Nov 22, 2007, 5:57pm

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I was speaking more of being able to animate by hand secondary motion


Ah, I see. Well right now there are no controls or previews in the scene, everything is done as shader parameters (which should also answer your question, 3dfrog)


As far as working with the new KFE, if you mean model side it should. All I can do is query the scene for it's current state, I would assume the API uses the new KFE.

Post by SiW // Nov 27, 2007, 12:53pm

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I just finished rewriting the hair/fur growing routine. With the original algorithm, each strand took on a stretchy property, where strands pointing down would be longer than strands pointing up (assuming you have any gravity applied). This is easy to see in this animation:

"Stretchy" fur patch (http://www.coolpowers.com/lab/data/furwave.avi) (XviD, ~1.25mb)

The new algorithm no longer moves the points according to gravity directly, rather gravity (or other parameters) change the direction of each strand segment. The result:

Stretch-b-gone! (http://www.coolpowers.com/lab/data/furwave_new.avi) (XviD, ~0.9mb)

You'll also notice that you have the ability to use a texture to color the fur :)

So there, nothing jaw-dropping but I thought it was pretty cool.

Post by jayr // Nov 27, 2007, 1:02pm

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Nothing jaw-dropping? maybe not yet but the potential is obvious!


How long did it take to render? Does it put a heavy load on the processor?

Post by SiW // Nov 27, 2007, 1:23pm

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That was about 5 seconds a frame. When using a realistic number of strands (we're talking hundreds of thousands, maybe millions) there will be extra pre-processing time, but the rendering itself is quick.

Post by jayr // Nov 27, 2007, 1:47pm

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cool, is the update set for mid- december or later?

Post by SiW // Nov 27, 2007, 3:17pm

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Yep, coinciding with the end of the introductory price.

Post by Liger ZERO // Nov 27, 2007, 3:37pm

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That is some awesome fur SiW. I love the ability to texture the fur.

Post by Jack Edwards // Nov 27, 2007, 4:37pm

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Very cool gravity effect Simon! :banana:

Does the fur have collision with it's mesh or other meshes?

Post by SiW // Nov 27, 2007, 5:00pm

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Does the fur have collision with it's mesh or other meshes?


Not at the moment. As I'm sure you know, it's not a trivial problem to solve.

Post by Jack Edwards // Nov 27, 2007, 5:03pm

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Yup, yup. Thought I might get lucky though... ;) :D

Post by splinters // Nov 27, 2007, 10:07pm

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There you go then guys: 12th December, last chance to buy into Dribble for that amazingly low price (no, I'm not on commission...;)) and a simple way to say Happy Birthday to Simon at the same time. And remember that you are now effectively investing in the pro version for the same price the basic version was offered.


This is simply known as a NO BRAINER....:D

Post by jayr // Nov 28, 2007, 9:45am

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Will the toon inking be included on the 12th? or is going to be in a later release?

Post by SiW // Nov 29, 2007, 8:03am

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Will the toon inking be included on the 12th? or is going to be in a later release?


I'll try and get it in this next release. It should be said that the method used is more appropriate for people who wish to composite their scenes after rendering, as it is really an extension of the separate layered output that should also be introduced in 1.03.

Post by splinters // Nov 29, 2007, 2:05pm

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Excuse me, did I hear that right? Output to layers in Dribble 1.03?


Wow, all this, a toon shader and fur too?


Must be Christmas...:D


By the way, will that be layers as in tS layers or PSD layers as per 7.5 with the ability to render out different channels, lights etc.?


Very excited by all this news...:D

Post by jayr // Nov 29, 2007, 2:09pm

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It should be said that the method used is more appropriate for people who wish to composite their scenes after rendering


Not sure i understand that, do you mean the outline will look better rendered to a seperate layer (psd?) or something like that? or the shading it's self?
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