werner.poetzelberger Posted March 2, 2020 Posted March 2, 2020 (edited) Hey. A very broad question: Is there any possibility to get Open VDB files into Unigine? Does anybody do this? We can probably write own code? Render it in Unigine? https://www.youtube.com/watch?v=_Tbss4o93uo Best. Werner Edited March 2, 2020 by werner.poetzelberger
ulf.schroeter Posted March 3, 2020 Posted March 3, 2020 Just had a short look, but as OpenVDB stores voxel data it seems much better suited for ray-tracing-renderers than polygonal real-time-renderers. The only idea to render such data in Unigine I could think of would be some brute-force conversion of sparse OpenVDB data to regular (much lower-res) 3D Texture and usage of Unigine volumetric material (e.g. used for static cloud instance rendering). Still I would doubt that this will give visually adequate results, in any case memory requirements will be quite high) Maybe there is some external tool for polygonal conversion of OpenVDB data so you could use standard mesh import formats ?
davide445 Posted March 3, 2020 Posted March 3, 2020 https://www.sidefx.com/docs/houdini/nodes/sop/convertvdb.html Always known Houdini can work well with volumetric data, but never tried myself so didn't know how the result can be.
werner.poetzelberger Posted March 3, 2020 Author Posted March 3, 2020 Would that be something for a smoke, steam visualization? Difficult. I thought to do a smokesimulation, prebakes VDB data (per frame) and streaming the data to animate. Rendering is probably something different.
davide445 Posted March 3, 2020 Posted March 3, 2020 (edited) Alembic import capability will to the trick being able next to drive native Unigine particles and their specific shaders. I think the best option will be to create an Alembic importer, or just use available particles features without any external driven animation. If your only goal will be a smoke sim. Edited March 3, 2020 by davide445
binstream Posted March 4, 2020 Posted March 4, 2020 Alembic import is in the roadmap with low priority. Could you please describe your use case in more details?
werner.poetzelberger Posted March 4, 2020 Author Posted March 4, 2020 Images say more than ...... I want achieve complex, sophisticated smoke motion and depict it in a very apealing way. Meaty volume smoke, detailed, but on the other side, cover huge areas, be able to thin the smoke out, and color it. Idealwise there is a fire burning at the source. Smoke reflecting in the water and integrated in the scene rendering. Enough FPS that it is pleasing to watch. ;)
davide445 Posted March 5, 2020 Posted March 5, 2020 Considering this upcoming particle shaders, and what I remember of my previous experience UE particles, I didn't see why you will not be able to obtain this, eventually using more than one particle source (also using sub-sources spawned at a specific time or position) with specific forces applied. Not sure about water reflection. Here anyway stops my toughs, looking curiously for the real experts answers.
werner.poetzelberger Posted March 5, 2020 Author Posted March 5, 2020 Looking forward to the improved particles, for sure! We have been playing around with smoke for years and always get to a point, where we had to invent for our special needs. I think, that there is not a single system, which could produce such results in realtime (yet) as it is pure a computing power question. The VDB idea is mainly, for creating beliveable motiondata and details.
Recommended Posts