I have compiled a new reel focusing mainly on FX work from the past couple of years.
I had a few requests for some of the scene files from my old Particle/Scripting reel. I have been meaning to share those scenes. The files are now here (way overdue) and are free for anyone interested to look through it. Note that these were all initially made from Box #2 and Box #3. (circa 2011~) >_<
This is a small exercise to test how well Particle Flow’s Box#3 performs as a pseudo visual scripting tool.
I chose a Java implementation of a 2D Fluid Solver from this website:
The above link has the Java code which I converted into MaxScript code for purposes of having a data medium to compare onto.
The Java code also implements Vorticity Confinement and Bouyancy Force for stabilizing velocities and simulating rising smoke – also implemented as Box#3 operators.
The solver is mostly based on the paper published by Jos Stam. With additional improvements from Ron Fedkiw and Henrik Jensen.
Real-Time Fluid Dynamics for Games by Jos Stam
First off, I would like to mention and thank this great Ornatrix 2 Review by Joe Gun. It inspired me to write down this post. It is not meant to be a concise review, but rather, more of just my thoughts – after trying out demos of both Hair Farm 2 and Ornatirx 2 for a short time (2 days to be exact).
Apart from testing out the basic hair generating features, most of my focus leaned more towards the dynamics and simulation side of the products, as this was supposed to be a quick R&D for an upcoming project.
(After a very long while)
I’ve uploaded a new simple script for dividing bones at scriptspot.
A friend also suggested that I create a version where it can automatically smooth out the creationg of the new bones.
I already have a few ideas on how to approach it — for the next version.