Biosphere Crisis & Fog Failing.

Reallusion Forum
Reallusion Home      Members   Calendar   Who's On
Welcome Guest ( Login | Register )
      


<<123>>

Biosphere Crisis & Fog Failing.Expand / Collapse
Author
Message
Posted 9/23/2011 7:19:43 AM
Tutor

TutorTutorTutorTutorTutorTutorTutorTutor

Group: Forum Members
Last Login: Today @ 2:10:47 PM
Posts: 2,172, Visits: 6,253
.
Post #95083
Posted 9/23/2011 1:18:02 PM


Tutor

TutorTutorTutorTutorTutorTutorTutorTutor

Group: Forum Members
Last Login: 4/13/2013 8:45:51 AM
Posts: 933, Visits: 1,512
Blimey sw00000p, you took the words right out of my mouth!

gizmo
Post #95128
Posted 9/23/2011 1:45:05 PM


Tutor

TutorTutorTutorTutorTutorTutorTutorTutor

Group: Forum Members
Last Login: Yesterday @ 5:49:22 PM
Posts: 2,533, Visits: 4,224
sw00000p (9/23/2011)

Hi Swoop,
I question this oddity of procedural tactic, if by procedural we reference the changing from a 3D tree to a flat on graphics simplification, because in practice I cannot see that this process would do anything but the wierd dances I have on set now.

Sir,  Are we talking about the Same Thing!


A procedural texture is a computer generated image created using an algorithm intended to create a realistic representation of natural elements such as wood, marble, granite, metal, stone, and others.  Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions. These functions are used as a numerical representation of the “randomness” found in nature.

Example of a procedural marble texture:

* blue_marble(): a marble stone texture in shades of blue
  * surface
  */

 blue_marble(
          float   Ks    = .4,
                  Kd    = .6,
                  Ka    = .1,
                  roughness = .1,
                  txtscale = 1;
          color   specularcolor = 1)
 {
    point PP;            /* scaled point in shader space */
    float csp;           /* color spline parameter */
    point Nf;            /* forward-facing normal */
    point V;             /* for specular() */
    float pixelsize, twice, scale, weight, turbulence;

    /* Obtain a forward-facing normal for lighting calculations. */
    Nf = faceforward( normalize(N), I);
    V = normalize(-I);

    /*
     * Compute "turbulence" a la [PERLIN85]. Turbulence is a sum of
     * "noise" components with a "fractal" 1/f power spectrum. It gives the
     * visual impression of turbulent fluid flow (for example, as in the
     * formation of blue_marble from molten color splines!). Use the
     * surface element area in texture space to control the number of
     * noise components so that the frequency content is appropriate
     * to the scale. This prevents aliasing of the texture.
     */
    PP = transform("shader", P) * txtscale;
    pixelsize = sqrt(area(PP));
    twice = 2 * pixelsize;
    turbulence = 0;
    for (scale = 1; scale > twice; scale /= 2)
        turbulence += scale * noise(PP/scale);

    /* Gradual fade out of highest-frequency component near limit */
    if (scale > pixelsize) {
        weight = (scale / pixelsize) - 1;
        weight = clamp(weight, 0, 1);
        turbulence += weight * scale * noise(PP/scale);
    }

    /*
     * Magnify the upper part of the turbulence range 0.75:1
     * to fill the range 0:1 and use it as the parameter of
     * a color spline through various shades of blue.
     */
    csp = clamp(4 * turbulence - 3, 0, 1);
    Ci = color spline(csp,
    color (0.25, 0.25, 0.35),      /* pale blue        */
        color (0.25, 0.25, 0.35),  /* pale blue        */
        color (0.20, 0.20, 0.30),  /* medium blue      */
        color (0.20, 0.20, 0.30),  /* medium blue      */
        color (0.20, 0.20, 0.30),  /* medium blue      */
        color (0.25, 0.25, 0.35),  /* pale blue        */
        color (0.25, 0.25, 0.35),  /* pale blue        */
        color (0.15, 0.15, 0.26),  /* medium dark blue */
        color (0.15, 0.15, 0.26),  /* medium dark blue */
        color (0.10, 0.10, 0.20),  /* dark blue        */
        color (0.10, 0.10, 0.20),  /* dark blue        */
        color (0.25, 0.25, 0.35),  /* pale blue        */
        color (0.10, 0.10, 0.20)   /* dark blue        */
        );

    /* Multiply this color by the diffusely reflected light. */
    Ci *= Ka*ambient() + Kd*diffuse(Nf);

    /* Adjust for opacity. */
    Oi = Os;
    Ci = Ci * Oi;

    /* Add in specular highlights. */
    Ci += specularcolor * Ks * specular(Nf,V,roughness);
 }

Now Put This on a Flat Plane and SEE  WHAT  HAPPENS!

In brief; E=MC (Squared)


Visit www.pinheadhq.com , to read about Pinhead's exploits & view his Clips. Join-in the Projects &/or Submit a "Fun" Clip, having fun yourself.

System Specs:

Quad Core i7 960 3.20 GHz HT CPU (8Threads) on Asus P6X58D-E MOBO. 6GB Kingston HyperX DDR3 Triple Channel 1600MHz RAM, AMD/ATI Radeon HD 5770 1GB Video Card, 2 X Western Digital Caviar Black 7,200rpm 6GBs 500GB internal HDDs & 1 X 500Gb Seagate FreeAgent externalHDD for system Backups

Post #95134
Posted 9/23/2011 2:29:48 PM


Tutor

TutorTutorTutorTutorTutorTutorTutorTutor

Group: Forum Members
Last Login: Today @ 11:57:11 AM
Posts: 1,271, Visits: 2,618
Hmmm... Well, ONE glaring great mistake I emmediately noticed was
csp = clamp(4 * turbulence - 3, 0, 1);
Which should have been
csp = clamp(4 * turbulence + 4, 0, 1); Surely?


Jus' kiddin'!

Hi Swooop, I had no intention of undermining your abilities. I have the greatest respect.
As I said before, I love tech-talk, but I'm not a fully fledged modeler.
It gives me confidence at least that communicatively I am amongst people who understand the above.
But at the moment I feel like a shabby woodsman.

Many thanks for your input. Sincerely.

I'm still running tests here. I found the old "Hi Polygon Trees" from 1995 I think. I dont know whether someone like John Martin made them but he was very prominent in the forums and suchlike back then.

Armstrong.



"Animation is singularly the most versatile means of communication ever devised for quick mass appreciation."
Walt Disney.

______________________________________________________
Post #95138
Posted 9/23/2011 11:35:45 PM
Tutor

TutorTutorTutorTutorTutorTutorTutorTutor

Group: Forum Members
Last Login: Today @ 2:10:47 PM
Posts: 2,172, Visits: 6,253
.
Post #95173
Posted 9/26/2011 6:40:46 PM
Veteran

VeteranVeteranVeteranVeteranVeteranVeteranVeteranVeteran

Group: Forum Members
Last Login: 5/13/2013 2:26:04 PM
Posts: 293, Visits: 857
Well, that didn't take long.

In iClone 5 there is now a checkbox in the Preferences:
Enable Level of Detail (Ctrl-L)

With Level of Detail turned off, this tree issue doesn't happen anymore. With it on, it does. Guess you can reload that original project now.


- Keith


Stay the Course - Pilot
malletpropstudios.com
Post #95933
Posted 12/6/2011 3:01:18 PM


Tutor

TutorTutorTutorTutorTutorTutorTutorTutor

Group: Forum Members
Last Login: Today @ 11:57:11 AM
Posts: 1,271, Visits: 2,618
gnasche (9/26/2011)
Well, that didn't take long.

In iClone 5 there is now a checkbox in the Preferences:
Enable Level of Detail (Ctrl-L)

With Level of Detail turned off, this tree issue doesn't happen anymore. With it on, it does. Guess you can reload that original project now.


Im lookin' but I no SEE!



"Animation is singularly the most versatile means of communication ever devised for quick mass appreciation."
Walt Disney.

______________________________________________________
Post #105060
Posted 12/6/2011 4:21:11 PM
Veteran

VeteranVeteranVeteranVeteranVeteranVeteranVeteranVeteran

Group: Forum Members
Last Login: 5/13/2013 2:26:04 PM
Posts: 293, Visits: 857
There have been a few updates since then. I'll check when I get home and post a screenshot if it's still there. If not, I'll look for the ini setting or registry key for it.

- Keith


Stay the Course - Pilot
malletpropstudios.com
Post #105071
Posted 12/6/2011 6:10:50 PM
Veteran

VeteranVeteranVeteranVeteranVeteranVeteranVeteranVeteran

Group: Forum Members
Last Login: 5/13/2013 2:26:04 PM
Posts: 293, Visits: 857
I'm using iClone version 5.02.1121.2

Level of Detail on:


Level of Detail off:


- Keith


Stay the Course - Pilot
malletpropstudios.com
Post #105083
Posted 12/7/2011 1:55:39 PM


Tutor

TutorTutorTutorTutorTutorTutorTutorTutor

Group: Forum Members
Last Login: Today @ 11:57:11 AM
Posts: 1,271, Visits: 2,618
Just to update future users, version 5.x iCLone has a detail feature written into the preferences menu and within this option you can disable totally the horroble detail "clipping"? of the Biosphere Trees.

In this solution the 750 trees in Biosphere are now perfectly usable. For a horrible month I thought I ad lost the functionality of Biosphere on large sets because of the detail degradation on long shoots.

Gutting both machines here to strawbeds I reinstalled both versions of iCLone v.4.x. and v.5.x. and discovered updates and AV systems killing updates etc (usual software idiotics) and have the "Detail Bullet" in Preferences now that disallows clipping of detail in the plants in Biosphere.

Aaaaaaaaaaallllllll this...... for a Tree that doesnt lose its detail on zooming long shots.

Armstrong.



"Animation is singularly the most versatile means of communication ever devised for quick mass appreciation."
Walt Disney.

______________________________________________________
Post #105198
« Prev Topic | Next Topic »

<<123>>

Reading This TopicExpand / Collapse
Active Users: 0 (0 guests, 0 members, 0 anonymous members)
No members currently viewing this topic.
Forum Moderators: Visconti, Peter (RL), julia - RL

PermissionsExpand / Collapse

All times are GMT -5:00, Time now is 2:29pm

Powered By InstantForum.NET v4.1.4 © 2013
Execution: 0.203. 10 queries. Compression Enabled.