Ryan Bruck returns to the livestream and this time he’s got brand new content to show off. Ryan built a plugin through which he can paint velocity and model with volumes. He demonstrates this tech by manipulating and creating clouds in real time! Grab the plugin here and explore along with us. Check out a sneak preview here.
Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer everyone’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!
Yes, I am putting the finishing touches on it tonight in fact. I have uploaded a beta version for anybody who wants to try it out and report any issues. I am mostly cleaning up a bunch of stuff and trying to get some mesh voxelization work merged over. If I can get that finished in time I can show how it can be used to capture characters with motion vectors and use them for seeding or disturbing a simulation.
Next up: Epic Games Developers are at it again, creating impossibly awesome things with their impossibly awesome game engine. Computer sorcery, or the result of sacrificial offerings to the electron gods? Find out.
Later: Scientists genetically alter pigs to grow wings and, yes, fly. Causes mad rush to come up with new phrase to mean ‘impossible’. Riots ensue.
Tonight at 7: Godzilla appears off the coast of California. Magic: The Gathering players rush to the beach to challenge it to a game to determine who will control the state.
Hey Ryan, I’ve been following you for a while on YouTube (I think it’s you, I can’t check as I’m on shady university Wi-Fi) and I really dig your stuff!
My question is, is it possible for these volumes to evolve within baked point caches? For example, if I have an animated explosion with a mesh for the volume of the smoke that grows/changes, will the volume update properly or does it only work for stationary, non deforming meshes?
I see you’re using the ray marcher thing you’ve developed before, which operates on some arbitrary defined volume.
Is there some potential to use this with the new Volumetric Fog feature coming in 4.16. I ask because particles can be used to modify fog density / appearance etc. I believe - so being able to combine those things might have some really cool effects!