Wednesday, September 19, 2007

Blobs

Hi there,

I am working on my blob plugin. It renders blobs as implicit geometry. Just a small movie of 500.000 particles rendered as blobs with motionblur. I also rendered 10 Mio succesfully already (It doesn't need extra RAM for motionblur).

blobmovie

Best regards,

Dieter

9 Comments:

Blogger P said...

uugh ! fantastic work ! if stable, this will replace all those silly meshing tools inside commercial fluid packages.. keep up the good work there !

10:14 AM  
Blogger Emerson4br said...

Great job!!! I can see a lot of possibilities! thanks for dev vrayiso!

8:52 AM  
Blogger miron said...

Greatjob!Ilike it ,so i hope i will to be an architect.

8:16 AM  
Blogger miron said...

Greatjob!Ilike it ,so i hope i will to be an architect.

8:20 AM  
Blogger Unknown said...

Nice. Sadly I only have MAX 5 for now. Can you tell how you let the user place the object in the scene and set its params? Do you do intermediate polygonization to show the result in MAX's viewport? Do you in this case allow to transform it as usual INode? Your answer would be appreciated. Thanks

7:03 AM  
Blogger Dieter said...

@Denis
I coded it the same way how the 3dsmax blob object works. I am generating a mesh for the viewport preview. Transformation is also the same as the 3dsmax blob object.

1:47 PM  
Blogger Unknown said...

Do you mean you used the sources for Blob object from SDK (I guess it was introduced in MAX6?)? Does it make polygonization for you or you've implemented your method (Marching cubes?)?
Thanks!

8:07 AM  
Blogger Dieter said...

I only used the UI stuff. I wrote my own marching cubes that is multithreaded and much faster than the 3dsmax one.

Dieter

11:49 AM  
Blogger Unknown said...

Interesting, so your MC is faster cause it calculates function values and finds triangle sets for cells in separate threads? How faster is your implementation? Did you try it on multi core machine (if so did you compare results for single core processors) or using HyperThreading?
Thanks!

4:15 AM  

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Keywords: levelset, implicit surface, Isosurface, VRay, 3dsmax, raytracing