2016/10/16
2016/10/09
無偏差( unbiased)算圖的真相
原文 / the truth about unbiased rendering
作者 / ChaosGroup lab
編譯 / Hammer Chen
多年來,大家都在爭執到底是偏差式算圖(biased)或是無偏差式算圖(unbiased)哪個比較好。『無偏差式的算圖』這個詞已被用了許多次了,幾乎等於精確算圖的代言人。事實上幾乎所有的算圖器其實多多少少都帶有偏差,即使是那些宣稱是無偏差的算圖器。 因為偏差式算圖真的比較快,更智慧,也不代表就不精確。為了要更了解這點,我們分成幾個方面來了解:
作者 / ChaosGroup lab
編譯 / Hammer Chen
多年來,大家都在爭執到底是偏差式算圖(biased)或是無偏差式算圖(unbiased)哪個比較好。『無偏差式的算圖』這個詞已被用了許多次了,幾乎等於精確算圖的代言人。事實上幾乎所有的算圖器其實多多少少都帶有偏差,即使是那些宣稱是無偏差的算圖器。 因為偏差式算圖真的比較快,更智慧,也不代表就不精確。為了要更了解這點,我們分成幾個方面來了解:
2016/10/04
Phoenix FD 3 vs FumeFX 4 Comparison
by Hammer Chen
last update: 2016/10/04
*Please check official website for their local store / sales details.
last update: 2016/10/04
price
|
USD 845*
|
USD 830*
|
Simulation
capability
|
fire,
smoke and explosion
|
Fire,
smoke, explosion, water, high viscosity fluid, Infinite ocean with splash and
foam, beer foam, boat wake
|
UI
|
Floating
UI
|
Rollout
|
cache
file path
|
Absolute
path
|
Relative
path to scene, $(implicit)
|
Adaptive
Grid
|
YES, plus expanding grid option
|
Fully
controlled, fit in cam view
|
Opacity
for smoke and fire
|
One
for fire, one for smoke
|
|
Particle
shader
|
PHXFoam,
able to render (large amount of) particle
|
|
Default
Object Interaction
|
Inclusive
list
|
Exclusive
list
|
Ocean
Texture Map
|
||
Color
gradient / curve editor
|
user
friendly
|
|
Particle
source control
|
user
friendly, radius with curve editor
|
through
particle size or "Custom Prt Size"
|
Gravity
helper
|
YES,
straightforward and effective
|
|
Other
forces
|
PlainForce,
BodyForce and WaveForce
|
|
2D
Simulation
|
YES
|
|
Viewport
preview
|
accurate
viewport preview
auto
reduction
auto
range
|
|
Interactive
simulation (Simulation not locking the gui)
|
YES
(start form FumeFX 4.0)
|
YES
|
Amp.
resolution
|
Wavelet
|
Resimulation:
wavelet, interpolate
|
retime
|
YES,
Post Processing
|
YES,
resimulation /time blend: general purpose or slow down
Mode:
Linear, cache index,
Frm.Blend:
Interpolation, velocity
|
Workflow
for resim / select cache
|
straightforward,
Sim Mode
|
Automatic
switch caches, might be confusing for beginner
|
Inertial
forces
|
YES, Use Grid Motion
|
YES,
can link sim grid to moving object, i.e.: moving torch
|
Dynamic
solvers
|
Solvers:
CG and QCG Advection: Default, Advanced (fields), Advanced(fields
and vels)
|
Conservation:
Direct Symmetric, Direct Smooth and Buffered, PCG Symmetric
Advection
methods: Classic,
|
Advanced
vorticity
|
vorticity
II
|
Massive
vorticity
|
Fluid
Mapping
|
YES
|
|
heathaze
|
YES
|
|
displace
voxels post-sim
|
NO
|
YES
|
Fire
create smokes
|
YES
|
YES,
Fuel: enable burning
|
Smoke
buoyancy
|
Sensitive
to dynamic, unlimited
|
range
from 10 to -10
|
Cache
optimization
|
Drop
unused channels by post processing
|
1)Storage
quality control (similar to jpeg compression)
2)
No-Export Channels option in the Resimulation
|
Import
Field3D, openVOD
|
support
|
support
|
Export
PRT
|
support
|
support
|
Export
Alembic
|
support
|
|
Self-illuminate
acceleration
|
Illumination
map
|
Grid-based
|
Render
acceleration
|
probabilistic
shading
|
|
Black-body
shader
|
YES
|
YES,
Allowed gradual transition between the default Black Body Fire model and an
artistic model using the 'Physically Based' option
|
Sharpness
control
|
Sharpen
strength for fire and smoke
|
Sampler
type: Box, Linear and Spherical
Content
Smoothing for separate channel
|
Render
elements
|
FumeFXfire,
FumeFXsmoke, velocity, zdepth
|
YES
for Maya version
|
Integration
with Particle Flow
|
FumeFX
Birth, Follow, Test
|
PhoenixFD
Birth, Force, Test
|
Integration
with thinkingParticles
|
FumeFX
Birth, Follow, Probe
|
|
GPU
Preview
|
Floating
viewport
|
Through
3dsmax extended viewport or
Display
on current viewport
|
Solid
mode
|
YES
|
|
Network
simulation
|
through
backburner
"...it is possible to send many variations of the same simulation across the
network and pick the result the user likes the most..."
|
Backburner
or Deadline,
"... several simulations with varying parameters are simulated, each on a separate
computer..."
|
Spline
Follow
|
YES
|
YES,
follow path
|
Render
Warps
|
YES
|
|
Effectors
|
YES
|
|
Learning
curve
|
Lots
of parameters, take time to learn
New
Quick Presets provides several quick settings as good starting point
|
|
Renderer
compatability
|
mentalRay
|
V-Ray
|
Customer
support
|
Offical
forum and Facebook group
|
related posts:
2016/09/22
V-Ray電影製作裡的抗閃爍方法
原文 / ChaosGroup V-Ray RT GPU Fan Group
編譯 / Hammer Chen
Maarten Nauw問:大家有沒有試過上面影片中所用的方法 等不及有空的時候來試試看
Emanuele Lecchi答:我參與2012年時參與電影【Oblivion遺落戰境】的峽谷場景製作,用的設定是LC per frame, BF as primary engine,該場景具有移動的幾何體(模型破壞,也帶有拓譜改變) 粒子 每個frame有幾十一個polygon。用這樣個設定完全沒有閃爍的問題,而且還只是用V-Ray 2.x的版本而已。
我不會建議你用該影片中的方法做為通用作法 有兩個原因
2016/09/21
2016/08/27
details for section斷面的細節
筆記 / Hammer Chen
thinkingParticles預設的volumeBreak切面太平滑。以下是網路上找到的幾個讓破碎斷面產生細節的技巧
thinkingParticles預設的volumeBreak切面太平滑。以下是網路上找到的幾個讓破碎斷面產生細節的技巧
bercon noise for lichens地衣遮罩
文 / Hammer Chen
免費的 BerconNoise程序性紋理,可以用在很多自然效果上,例如rusted metal生鏽金屬。這裡我們分析一下幾個關鍵參數,找到適合用在lichens地衣或是發霉的紋理上。
2016/08/06
VRscans為您開啟了更高精度更寬廣的材質世界
作者 / Emanuele Lecchi
翻譯 / Hammer Chen
風格研究已死,風格研究萬萬歲!開啟更高精度的材質世界
幾個月前,Chaos Group公司幾位高手組成的小團隊,經過多年累積的研究與努力,終於發表了VRscans!
我聽到你們的問題、疑慮,我也知道你們想要知道更多資訊。這篇我不會談材質掃瞄出來操作上的問題(載入、自動調整tiling 、材質...等等)。我要談的是對每日工作流程上更深層的意義。
當前光學解析度的極限(這是他們說的,我只是引用)可以到60微米,或是每個像素0.06 mm。從DPI的角度來看,大約是在20cm見方的範圍具有423(例如一撮鹽,其中的shader會有點複雜) 打個比方,最接近VRscans解析度大約是羊毛纖維的兩倍寬。
精簡版的3dsMax Lite
文 / Hammer Chen
最近發生一件訴訟案。某離職員工(曾經是原公司的主力程式設計師)被告。到底誰對誰錯不談,有趣的是該員工分享一個pdf,裡面談到他後來寫的軟體大小比那家大公司的軟體,小了十分之一。換句話說原本是100Mb的軟體,後來寫的就只有10Mb。他說原本公司是多人撰寫,程式碼比較亂,後來他自己寫有最佳化,軟體才會這麼精簡。
個人認為這是絕對有可能。程式可以跑出一樣的結果,程式碼卻可千變萬化。若是經過好幾代員工的撰寫,裡面累積多少垃圾,用不到的東西,或是看不懂不敢動,不敢拿掉的東西...這很像生物演化一樣,基因代代相傳,並非每個序列都是用得到的。也可能像視網模那樣倒著長,或是咽喉跟氣管那樣不合理的設計都會因為歷史原因而累積下來。如果程式碼真如說所做到超級最佳化,搞不好一樣的功能,軟體一下就開啟了,要算圖也不會載入一些沒必要的東西,用起來應該很舒爽吧。如果3ds Max也可以拿掉那些用不到的,重複的。把相似的功能整合,就太棒了:
換個角度來看,軟體超過十年變成一個累贅。新成立的軟體公司,儘管是一人公司,完全沒有包袱,反而有更多自由度,不會綁手綁腳地,這是利基。任何一套軟體,尤其是套裝軟體如果經過十年不把一些過時的功能淘汰整併的話,遲早會被自身的肥肉拖垮。
[相關資訊]
3ds Max的歷史(一):專訪Tom Hudosn
3ds Max的歷史(二):專訪Gary Yost
3ds Max的歷史(三):José María De Espona
3ds Max 的輝煌二十年
最近發生一件訴訟案。某離職員工(曾經是原公司的主力程式設計師)被告。到底誰對誰錯不談,有趣的是該員工分享一個pdf,裡面談到他後來寫的軟體大小比那家大公司的軟體,小了十分之一。換句話說原本是100Mb的軟體,後來寫的就只有10Mb。他說原本公司是多人撰寫,程式碼比較亂,後來他自己寫有最佳化,軟體才會這麼精簡。
個人認為這是絕對有可能。程式可以跑出一樣的結果,程式碼卻可千變萬化。若是經過好幾代員工的撰寫,裡面累積多少垃圾,用不到的東西,或是看不懂不敢動,不敢拿掉的東西...這很像生物演化一樣,基因代代相傳,並非每個序列都是用得到的。也可能像視網模那樣倒著長,或是咽喉跟氣管那樣不合理的設計都會因為歷史原因而累積下來。如果程式碼真如說所做到超級最佳化,搞不好一樣的功能,軟體一下就開啟了,要算圖也不會載入一些沒必要的東西,用起來應該很舒爽吧。如果3ds Max也可以拿掉那些用不到的,重複的。把相似的功能整合,就太棒了:
- 丟掉Viewcube, steeringweels, egg shape, meatlRay, "metalRay connection", Flight Studio
- 整合Editpoly與EditMesh成一個,不會再發生『Teaching 3dsmax to a Cinema 4D friend』裡面的窘困狀況
- 整合Optimize與ProOptimizer
- 拿掉SahderFX
- 把Transform / toolbox放到Pivot選單中
- 徹底解決3ds Max Texture Map在viewport顯示大小不正確的問題
- 解決需要套XForm的問題
換個角度來看,軟體超過十年變成一個累贅。新成立的軟體公司,儘管是一人公司,完全沒有包袱,反而有更多自由度,不會綁手綁腳地,這是利基。任何一套軟體,尤其是套裝軟體如果經過十年不把一些過時的功能淘汰整併的話,遲早會被自身的肥肉拖垮。
[相關資訊]
3ds Max的歷史(一):專訪Tom Hudosn
3ds Max的歷史(二):專訪Gary Yost
3ds Max的歷史(三):José María De Espona
3ds Max 的輝煌二十年
2016/07/29
2016/07/28
VRay PBR材質練習
文 / Hammer Chen
素材 / bernhardrieder.com
這篇是筆者在Chaosgroup官方論壇看到的關於3DCoat或Substance Designer輸出的PBR紋理,如何對應到V-Ray material的精采討論。bernhard 先生除了上傳它的素材,還錄了以下教學影片。什麼是PBR材質建議先閱讀這篇。
素材 / bernhardrieder.com
這篇是筆者在Chaosgroup官方論壇看到的關於3DCoat或Substance Designer輸出的PBR紋理,如何對應到V-Ray material的精采討論。bernhard 先生除了上傳它的素材,還錄了以下教學影片。什麼是PBR材質建議先閱讀這篇。
2016/07/21
2016/07/17
2016/07/07
Phoenix FD vs RealFlow Comparison
by Hammer Chen
*Please check official website for their local store / sales details.
Developer
|
Next limit
|
Chaos Group
|
price
|
1995€ *
|
921.5USD without Dongle *
|
Package
|
Standalone software + Connectivity Plugins or
REALFLOW for CINEMA 4D
| |
UI
|
Standard UI + node-based Relationship Editor
|
Tabs and rollouts
|
Sim Methods
|
SPH
FLIP (Hybrido)
|
Grid-based
|
Fluid solver selections
|
-DYVERSO solvers
|
3 Conservation
4 Material Transfer
|
multi-threading sim
|
YES
|
YES
|
GPU acceleration
|
solvers
|
viewport preview
|
Network simulation
|
YES, Independent Domain Of Computation
| |
Sim capability
|
-Small scale liquid and splashs
-Large scale ocean, waves and splashs
- foam, bubbles and mist
|
-Small scale liquid and splashs
-Large scale ocean, waves and splashs
-foam, bubbles
-Non-Newtonian
|
Physical Properties
|
- Surface tension
- Density
- Viscosity
- Vorticity
- Int Pressure, Ext Pressure
- Compressibility
|
-Surface Tension
-Viscosity (normalized to 0~1)
-Vorticity
|
Dynamics
|
- Rigid body (Caronte solver)
- Soft body
- Fibers
|
passive rigid body interaction only
|
Emitter
|
- Circle, square, sphere, linear
- Object
|
-PHXSource (supporting shape and mesh)
|
Emission type
|
- Speed
- fill object
|
-Inject
-Brush
-initial fill up
|
Specialized Force / Daemon
|
-Shetter Daemon
-DSpline daemon
-Crown daemon
-Layered Vortex Daemon
-k Isolated, k volume, k speed Daemon
-Morph, Magic Daemon
-Filter Daemon
-Attractor
|
-PHXTurbulence
|
3rd Party
Plug-ins
|
-Wet Work
-loSim
-RF_toolfactory
| |
Ocean Mesh
|
Realwave + spectrum...etc
|
Automatic mesh extension inside of camera frustum + PhoenixFDOceanTex vector displacement
|
Stepping control
|
Min and Max Substeps
|
Steps per frame
|
Retime
|
Time function curve editor
|
Resimulation
|
Mesher control
|
- Speed stretching
- polygon size
- metaballs, Weighted isotropic and Weighted Anisotropic
-Filter: thinning, relaxation, tension, steps
|
-Preview / Show mesh
-Mode: mesh, ocean, cap, implicit surface and geometry atomosphere
-sampler type: box, linear, spherical
|
Mesh optimization
|
Curvature / Camera
|
Output / storage quality
|
Import
|
sd, obj, abc, bin...etc
|
- all 3dsMax /Maya suport formats
-PRT loader
-vdb, f3d
|
Export
|
abc, bin, obj...etc
|
-PhoenixFD export particles / prt
|
Renderer
|
Maxwell
|
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