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Particle motion blur again and some point cloud lighting

Fixed a few things with the particle motion blur stuff. Mostly it was just to get rid of an issue where you could see the particles when rendered zipping back to 0,0,0 when they died. I changed the popnet so that the particles always die when the camera shutter is closed... I think this was because the surface shader is only evaluated once, so when a particle died (alpha set to 0) the surface shader wasn't used again so the alpha wasn't updated from the sim... The only problem with the fix is that you can't have any particles that live for less than the shutter time...

This is useful for sparks (you can see some particles colliding in the image above), I also made a little point cloud shader that is also useful for sparks :D


Houdini - particle deformation blur and point cloud lighting from Sam Hancock on Vimeo.


The shader on the spheres and ground plane just loop through the particles and does diffuse, attenuation and shadows.

A single frame took about 6.5 minutes to render on my laptop ( Core 2 Duo 2.5GHz ) compared to about 1.5 hours for the equivalent PBR render.

hipnc is here.

Comments

  1. Nice one Sam! I'm gonna have to ask you to show that shader you wrote some time. Very cool!

    ReplyDelete
  2. Really awesome stuff! Much cleaner and faster than PBR or Houdini 11's geometry light too.

    ReplyDelete
  3. Awesome stuff...
    I like this effect.
    I was looking your shader network but couldn't understand how light is emitted. or which node is responsible for illumination?
    Is that the ray hit node?
    If i want to learn that stuff where can i refer?
    I am ok till PC import stuff...

    ReplyDelete
  4. It is all in the PC Import loop ... what is it about the loop that you are unsure about?

    ReplyDelete
  5. Hi this is really awesome stuff thank you so much for the scene, is there any chance you could update it for 15.5 ? Because I cant get it working with the light?

    ReplyDelete

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