Sunday, August 10, 2008

Hi,
I am at Siggraph! Arrived today in LA and I am looking forward to this week. I thought that I can't do a new posting here without a little "give away". And due to the jetlag I had some time this night and recompiled the VRayISO for SP2 and removed the timebomb now.
Here's the download for 3dsmax 9 and 2008 for VRay 1.5 SP2
VRayISO
Working over VPN I couldn't test it much. If there are problems, please email me.
In the last few month I learned a lot about software architecture. Therefore I will probably refactore the whole code before doing other stuff with it.
So don't expect more updates on this soon.
I will not send out builds for other VRayBuilds especially not for the pirated ones. Don't email me for that.
Best regards,
Dieter

Monday, March 10, 2008

work overload

Hi,

there's too much going on in the company right now. I am too tired in the evenings to do more coding. But there's the silver lining on the horizon...

Best regards,
Dieter

Sunday, December 23, 2007

Merry Christmas and a Happy New Year!

Friday, November 30, 2007

new expiration date

Hi,

here's a new download with a new expiration date for VRay 1.5 Final and SP1.
Max9.

Best regards,

Dieter

Friday, November 09, 2007

Isoice

I did a new VRayISO image. Inspired by a thread in the Chaosgroup forum.

Hope you like it.

Dieter

Thursday, November 08, 2007

another test

Hi,

I made another quick test with the ageia fluid solver. I had to use a lot of iterations per frame (128!) to get a stable solution. Not really water, but gelly perhaps? But I am proud of the smooth motion blur:)
quicktime


Best regards,
Dieter

Wednesday, October 17, 2007

fun with fluids

Hi there,

I worked a bit more on fluid rendering. I enhanced my blob rendering engine to support the surfacing model of the Zhu/Bridson 05 paper. After some problems in the beginning that works quite well now. The object plugin has a multithreaded meshing routine and a direct rendering routine of the implicit surface for VRay.

The direct rendering produces very smooth surfaces and exact motionblur. Rendertimes are longer with Isosurfaces.
For the simulation I wrote a connection to the Ageia PhysX SDK and wrapped that into a PFlow Node.
This worked out quite well. The simulation below was done in almost realtime. I think the thing that prevented it from being realtime was the PFlow overhead. But it's nice to be able to code the emitters with BirthScripts. The PFlow integration dynamically adds particles to the simulation as they enter the PFlow Event. This might lead to some interesting effects, but I haven't explored that route yet. SPH based solvers seem to be a bit picky about the input particles. They have to have equal distance to each other, otherwise the simulation blows up easily.




Watch in motion

Hope you like it.

Best regards,
Dieter

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