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01:20
@gandalf3 Did you have any success with the smoke painting?
Not especially. I ended up with a couple different things, but none of them really moved at all the same way (and they certainty didn't look like ink/water when viewed up close)
@gandalf3 Anything that sort of "feels" similar?
Oh man. That looks very very very good.
@gandalf3 That's mind blowing.
really?
01:29
Uh yes. I wonder if we can get the contraction to stop.
@gandalf3 Do you have a higher resolution version or a zoomed in thing on the merged area?
That is rather odd looking
Basically after the contraction it's a pretty damn amazing vibe.
The way it contracts then expands is curious, but I imagine that is because it is smoke.
But dammit.
It's lovely.
@gandalf3 What is really amazing is that dark rim around the reddish blotch.
Interesting
I'm not really sure what causes that actually
I'm blown away.
I had a hunch that when I saw that amazing smoke demo you did that you would be able to come up with something that had a similar vibe.
It's really just looking for something that communicates a similar impact rather than "absolutely 100% physically accurate". That demo has the basis of something that does just that.
okay
01:35
What is causing that contraction?
It's curious.
Is that dynamic paint with smoke?
I noticed that adding some turbulence made some interesting vortecies which I thought looked neat, but didn't really look like any of your examples
Just smoke
Very thin domain with a bright plane underneath, and just absorption for the smoke
Well the examples were me flailing around looking for something that sort of communicated the thing.
Ah, I see
I'm leaning towards trying something for a title sequence.
But it has to be somewhat "macro" potential.
Ooh, fun
let me cook up a demo with turbulence
01:37
God. How long do you mess around with something to be able to get a handle on the creative side like that.
It's bonkers.
I swear, I'd love to draft a fistful of peeps I've gotten to know to do a project.
Need to figure out a funding method. Personal might be feasible.
Here's a version of the same thing, but without being murdered by gif artifacts:
@troy_s Sounds fun
I really can't wait to see what you manage to generate.
It's so darn close.
When I saw the smoke demo, the tendrils looked like they could work well if they had a paint component.
@gandalf3 Have you ever done smoke with dynamic paint?
@gandalf3 Or is that not even possible?
I'm almost convinced it can work amazingly.
Hm..
Have you used dynamic paint?
I don't think there's a way to directly paint on a dynamic paint canvas with smoke, however, I bet you could approximate it pretty well by rendering out a mask of the smoke and using that
@troy_s yes, but only for fairly basic stuff like dynamic waves
01:45
I thought dynamic paint worked with particles no?
it does
But smoke isn't made out of particles
whoa
With your existing approach I'm betting it's damn amazing.
Peep has got serious fire and smoke chops. Would love to have seen him muck with the photographic range stuff.
ooh very nice
01:49
That smoke demo with paint is...
wow.
This is pretty interesting... youtu.be/E-5rn93sYpw
:O
That's amazing
@gandalf3 How the hell did Mika do that painting with smoke?
idk
I've been looking at it
I don't see any sort of option to use an object's material (or a density map) as a paint source
oh wait
Looks like you have to be using BI
That wetmap is pretty slick. God if it isn't via Cycles that will stink.
Phew.
Well, once you bake the textures you ought to be able to use them whenever/wherever
 
8 hours later…
09:46
@troy_s @cegaton Have a look at this blend please :)
 
1 hour later…
11:15
user image
2
False colours, none, low contrast, high contrast, basic contrast.
 
3 hours later…
14:27
@tynaud Very cool.
@troy_s hi ...these filmic-blender files ... do they replace the WDR set of files or is it a sort of extension ?
@OldMan Same dynamic range covered. Different shaped curves, as you can see from above
14:53
@troy_s so I can add these LUT's and Looks to the Color Management directory ? but the config.ocio ...should that be replace by the new one ?
@troy_s I guess that if I upload the WDR config I get the WDR looks and if I upload the filmic config I get the filmic looks ?
@troy_s but perhaps when all has been tested you integrate it ?
 
2 hours later…
16:36
@OldMan Yes. :)
@OldMan Same dynamic range, so overall range is identical.
When the full set is complete with desaturation, it is complete.
 
1 hour later…
17:39
@OldMan When it is complete, it won't be integrated as it will replace the prior.
@troy_s as this blender.stackexchange.com/questions/46825/… is where it all begins maybe have a consistent link to all the goodies ;)
@OldMan There will likely be a link there when I bolt down the filmic desaturation.
@ton.yeung Via the UV points and potentially much sampling.
@ton.yeung If you UV unwrap and view the two dimensional geometry that results, you get an idea on how the sampling happens. Or is that entirely not your question.
@ton.yeung Make an ISO sphere or whatever, and UV unwrap it. It is not too advanced at all for the main site either, so I suspect there might already be an answer or you could ask it and get a more clear answer.
@ton.yeung If you think of a square shape with a square image, you would rotate the geometry, and then pixel by pixel in the destination you would reverse transform back to get the coordinates to sample from the image.
Take that example, now convert the square from a simple 2D rotation into a full 3D, and you have the basics as to how it works. That is game programming 101 from around 1990.
If you go the other way, and attempt to put a pixel from the source image into the transformed geometry, you will end up with missing pixels and tears.
(And it would be inefficient as hell.)
@ton.yeung (1) Keep it simple and say we have a 10x10 image.
(2) We have a perfect square in our game / 3D. We do not rotate it nor scale nor translate.
(3) We find our geometry and inversely map back from the scene to the image. X=1 y=1 is the same! Repeat. Done.
If we extend this and rotate the square slightly, now we have simple Euclidean sin / cos / tan in our transform to go back to the source.
In most or many instances, our destination is actually a subpixel or partial pixel, which means we would need to sample from the source.
Nearest will be blocky, cubic blurry, linear somewhat jaggy etc.
If we take that exact same scenario and say we zoom in on the square, now you add scale to your sin / cos / tan calculation. If we add the final piece, we have translate / offset. All via a 3x3 matrix.
That gives you the coordinates from the original image you need to sample.
For geometry such as a sphere, it is this same idea repeated for each surface of the sphere.
So there you go. Overly ridiculously simplistic version, but that is roughly how to map a texture to a 3D object in space.
It doesn't matter about terminology.
Project the square into the scene and then you end up with a 'rendered' position on the screen. In the case of a pure translate with an orthogonal viewport, it is well, just the square.
So the four pixels in each of the four corners would be sampled precisely as is.
If we rotate it around its centre, the four corners will non-white be precisely the corner depending on if it is sitting on a subpixel alignment etc.
If we rotate an edge away from us, then the square on screen is a thin slice, so we will be sampling from the source accordingly, maybe only 1/3rd of the pixels along one axis for example.
19:04
@ton.yeung It's easier to think backwards sometimes... the issue with unwrapping a UV sphere is that you always have to deal with the poles and the fact that the poles are a triangle fan. It's easier to construct a sphere out of a plane (and mercator projection images) to prevent unwanted deformation

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