[Radiance-general] another water question
Kirk Thibault
kthibault at biomechanicsinc.com
Thu May 25 19:36:43 CEST 2006
If you go for frame-by-frame animation, Blender has simple fluid
behavior built into its 2.41 release. You can specify a mesh to be
fluid (for example a cube of fluid) and bound by another mesh (say a
box containing the water). You can specify sources and sinks and
objects with which the fluid should interact. set up the scene you
want and Blender will generate a new mesh model for each frame of the
animation, which you can export as obj and then obj2mesh or obj2rad
each model (each frame). This goes for all of the objects/meshes in
your scene, so you could do the modeling and simulation in Blender
and then render in Radiance. A simple script could insert the water
material modifier into each model, etc.
------------------------------
Kirk L. Thibault, Ph.D.
kthibault at biomechanicsinc.com
p. 215.271.7720
f. 215.271.7740
c. 267.918.6908
skype. kirkthibault
On May 25, 2006, at 12:11 PM, Rob Guglielmetti wrote:
> Gregory J. Ward wrote:
>
>> Hi Rob,
>>
>> I can't say I've done it before, but the usual way to animate
>> things in Radiance is to generate a different model at each time
>> step. There's no reason you can't modify your material
>> descriptions as you do this, changing real arguments on your
>> texfunc primitives, which are then interpreted by the.cal file to
>> modify the origin and other parameters associated with a water
>> texture.
>>
>> You could also modify the .cal file at each step, but I advise
>> against that approach, as it won't work reliably with ranimate
>> unless you gave the .cal file a unique name for each time step,
>> at which point you will have to modify your material primitive,
>> anyway.
>>
>> Sorry I don't have any ready examples for you.
>
> OK, that makes sense though. That could be a fun project, sorta
> like the animated candle that we saw at the first Radiance
> Workshop. Hmmm...
>
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