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Author Topic: 3D Kaliset as fog/mist/clouds  (Read 2255 times)
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Kali
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« on: January 18, 2013, 12:31:40 AM »

I've been using 3D Kaliset formula to produce fog patterns that can look as mist or even clouds.

<a href="https://dl.dropbox.com/s/y9caapjowg4cd9p/mistplanet.swf" target="_blank">https://dl.dropbox.com/s/y9caapjowg4cd9p/mistplanet.swf</a>

Also in this example I used DE to distort the volumetric rendering for trying to do something a bit like a fluid simulation. It has nothing to do with a fluid solver but it's realtime and at least looks like the fog is reacting to the object.

As a side note, the sphere texture was made using the same Kaliset parameters of the volumetric rendering, so it's like a sphere cut version of the static fractal.

I'll make more tests of DE distort using some more complex objects, and I want to try a better way for making the "fluid" effect... some thing to do could be maybe path-tracing backwards on the wind direction to see if the object is near, in order to make a "trail" as the fog passed the blocking object (something similar to the way fog shadows are calculated, but it must fade with the distance).
Another thing to do is to alter the patterns as it moves, I'll tried it but any parameter change as scale/julia values also moves the fractal so I must find a way to keep it aligned.
Also I'll try other formulas that could make some whirls or something.
« Last Edit: January 18, 2013, 01:45:25 PM by Kali » Logged

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eiffie
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« Reply #1 on: January 18, 2013, 05:30:22 PM »

It will be interesting to see how a more complicated DE deforms the clouds. This looks great!
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Kali
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« Reply #2 on: January 19, 2013, 11:17:32 PM »

Thanks eiffie...

Here I used a KIFS fractal, and I also added a bit of bright to the fog near the surface, to make it look like it's condensing:

<a href="https://dl.dropbox.com/s/4dcn2kcv47s3y5l/mistywindyfungus.swf" target="_blank">https://dl.dropbox.com/s/4dcn2kcv47s3y5l/mistywindyfungus.swf</a>

It's not as good as I expected, but not so bad... any more ideas for improving it?



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taurus
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« Reply #3 on: January 19, 2013, 11:32:07 PM »

Crazy things you're doing here Kali. Although it is not, it looks pretty close to a fluid system. Dunno if it is implementable, but some sort of turbulence at the backside of the passed objects would make it look even more real.
Anyhow innovative as usual grin
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cKleinhuis
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« Reply #4 on: January 19, 2013, 11:38:22 PM »

the lighter areas above the object really look like condense water, i am thinking about something like ... if you have the distance to the object, why not ad an angle to the movement depending on the distance ... e.g. angle=distance*factor, which would produce a twirling vector field around the objects, if you can then manage to apply the vector field direction to the movement, it would be awesome cheesy

the influence of the angle should get zero when too far away cheesy

just first thoughts wink
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Kali
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« Reply #5 on: January 20, 2013, 10:45:38 PM »

@taurus @CK : many thanks for the comments and suggestions. I'll see what I can do.

Meanwhile, somewhere in hell:  grin


<a href="https://dl.dropbox.com/s/gub6koggwg0diav/meanwhileinhell.swf" target="_blank">https://dl.dropbox.com/s/gub6koggwg0diav/meanwhileinhell.swf</a>


Something funny: Fragmentarium doesn't allow to choose the render size by entering it manually, it is based on the size of the realtime rendering window. After sizing the window to match the desired aspect ratio (without knowing the exact pixel size), I rendered the animation, put the frames together, and to my surprise, the clip size was: 666x450!!!  evil evil evil

« Last Edit: January 20, 2013, 10:49:32 PM by Kali » Logged

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Kali
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« Reply #6 on: January 23, 2013, 03:32:43 AM »

I should add "as fireball showers" also smiley

<a href="https://dl.dropbox.com/s/9iwqj231y9le0wo/fireballs.swf" target="_blank">https://dl.dropbox.com/s/9iwqj231y9le0wo/fireballs.swf</a>

Still Kaliset formula, but here I'm using final value instead of exponential smoothing method of the previous ones. Also I added color, obviously grin.
Nothing new about DE distortion yet.

Now I'm thinking it should be easy to add a trail by rendering displaced and dimmed layers.

Btw, do the flash files play smoothly all in the same page? take too much to load? I just hate uploading to youtube, quality sucks, and vimeo doesn't allow embedded videos.
I should get into webgl thing to show the realtime possibilities of this stuff. Anyway, .frag files coming soon wink

« Last Edit: January 23, 2013, 03:58:25 AM by Kali » Logged

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cKleinhuis
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« Reply #7 on: January 23, 2013, 08:08:57 AM »

nice, creativity seems to bee boosting nowaday, so much new stuff threads

to your flash anims, i am sometimes i want to use your movies in my show cheesy i am unsure if flash hides the underlying movie file for ripping cheesy

the flares look awesome, but the effect of the object itself seems to be less influencing this time ... it just looks like a plain particle system sad

great movie anyhow!!!
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eiffie
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« Reply #8 on: January 23, 2013, 05:45:27 PM »

If those little stars swirled around the gas giant it would be better than a NASA animation. (like when they went to the moon haha) There must be a way to get some rotation - and you'll probably find it first. Great stuff!
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Kali
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« Reply #9 on: January 25, 2013, 03:42:23 PM »

Thanks for the comments
@Chris: Yes, I think I should used more distortion in the last one... Btw, did the shared dropbox folder work?
@effie: Don't know if better than a NASA anim, but swirling around the object should be nice, will try!

Now I started this fire (sort of). A "flame fractal", literally  grin

<a href="https://dl.dropbox.com/s/0jboted6dr0qap2/flames.swf" target="_blank">https://dl.dropbox.com/s/0jboted6dr0qap2/flames.swf</a>
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eiffie
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« Reply #10 on: January 25, 2013, 05:48:22 PM »

How about bending the ray march over that fire to fake the effect of heat. I am thinking of writing the ray march loop like this...
for(int i=0;i<MarchSteps;etc etc){
  d=DE(ro);
  while(d>0.0){
    ro+=rayDir*fogStep;
    Atmospherics(ro,rayDir,fogColor); //this function would bend the ray, calculate fog color, light bloom etc
    d-=fogStep;
  }
  etc etc
}

I'm just not sure "etc etc" is a valid glsl command.
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bib
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« Reply #11 on: January 25, 2013, 08:59:38 PM »

Wow, great stuff Kali, I love the burning bush!
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LMarkoya
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« Reply #12 on: January 25, 2013, 09:40:08 PM »

Totally agree, great looking stuff, and very natural
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