  | | | Vortex: Freeware realtime volume rendering standalone | Vortex: Freeware realtime volume rendering standalone 2005-06-03 - By Dan Yargici
Back http://zjprogramming.com/vx/vxhome.html
The creator posted this over on CGTalk so I prodded him to see if he was game to create an XSI plugin from it, and he seems quite keen. Apparently he's also one of the creators of MuscleTK....
Anyway, on the 3rd page of this thread he's asking for help finding reference for creating for XSI:
http://www.cgtalk.com/showthread.php?t=241584&page=1
Anyone know where to point him?
Here's his last post for anyone interested:
Hi everyone,
Thanks for all of your kind words. I will keep working for a new release.
Just uploaded a new note about how to shader the volume:
http://zjprogramming.com/vx/vxshade.html
I think it is time to list out what to do for the very next step:
1. Animation: Adding a 3D fluid solver is my future plan, but for now we must rely on Maya to animate the camera and source volume. The next release of m2vx plug-in will support output multiple .vdc files at a frame-by-frame basis, describing the animation of volume as well as the camera settings e.g. transformation and field of view. There will be 3 ways to animate the source volume: deform the polygonal mesh, particle system, and fluids.
2. Saving Document: Save all the controls in a binary file to be loaded when the program is restarted.
3. User Interface: The render view window is set to be top most. It is efficient to tweak the controls at low-resolution render, and finally call full-resolution to output images. Anyway it is still too slow to interactive at high-resolution over 1K. I plan to add the ability to iconize all the windows of the application to task bar, so that can be easily finded. Switch to different cursor icons during specific operations.
4. Output: The future professional release will support output multiple-frame output as RGBA tiff format to be loaded in 2D post application.
5. Lighting: Support 5 point lights to illuminate the volume with varying color and intensity. One can select and tweak individual light in the preview mode.
6. Depth Matte: Cache files will contain the mesh data of matte object to simulate the object-in-cloud effects if necessary.
There is piles of hard working to do this month. I set the deadline to the middle of july. After the professional version is released, i will look into how to develop plug-ins to work with 3d max or XSI. Is there any learning resources I can refer to? Any suggestion should be appreciated.
Sorry to hear about it failed to run on older ATI hardware. Is there any Cg experience on ATI? I will release a Cg version after the prefesional release.
Thanks amygdalae, I think hardware-accelerated rendering is used even in the first LOTR film. I can only script with MEL three years ago. People will rely on hardware-accelerated rendering more and more in the future when programmable GPU getting more and more powerful. Since big studios would rather keep their fantastic in-house tools properitary and few programmer works outside those big studios. I think it is hard for people to get off-the-shelf stuff good enough. I'd be proud of developing something useful, something avaliable for everyone.
Thanks Nojoy for your detailed feedback.
Thanks Simon, Swell is a great inspiration to me. I write my vortex to learn openGL and GUP programming. Another reason is that it is too slow to implement volume rendering off-line with Maya renderer or PRMan. Minutes of waiting after change a single parameter makes it impossible in production. I want to develop and tool works closely with Maya that can load animation, fast tweak controls and render images for post production. It turns out to be not easy.
Hi kfc,
I think it will works on Quadro FX GPU, since it is much better than my Geforce FX one.
Current demo version has no watermark, also no image output.
I will make the professional release a stand-alone commercial application. The pricing is still under discussing. M2vx will be free for all. The only difference between pro and demo release will be the limited size of output images.
A Linux version? Yes, I will release a Linux version. But be patient I have only one brain for all the above tasks. __ ____ ____ _____ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ zhang jian zhang_mdev@(protected) zjprogramming.com
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html;charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1" http-equiv="Content-Type"> </head> <body bgcolor="#ffffff" text="#000000"> <a class="moz-txt-link-freetext" href="http://zjprogramming.com/vx/vxhome.html" >http://zjprogramming.com/vx/vxhome.html</a><br> <br> The creator posted this over on CGTalk so I prodded him to see if he was game to create an XSI plugin from it, and he seems quite keen. Apparently he's also one of the creators of MuscleTK....<br> <br> Anyway, on the 3rd page of this thread he's asking for help finding reference for creating for XSI:<br> <br> <a class="moz-txt-link-freetext" href="http://www.cgtalk.com/showthread.php?t =241584&page=1">http://www.cgtalk.com/showthread.php?t=241584&page=1</a><br> <br> Anyone know where to point him?<br> <br> Here's his last post for anyone interested:<br> <br> <br> <div><font color="#000099">Hi everyone,<br> <br> Thanks for all of your kind words. I will keep working for a new release.<br> <br> Just uploaded a new note about how to shader the volume:</font> <br> <br> <a href="http://zjprogramming.com/vx/vxshade.html" target="_blank">http:/ /zjprogramming.com/vx/vxshade.html</a><br> <br> <br> <font color="#000099"> I think it is time to list out what to do for the very next step:<br> <br> 1. Animation:<br> Adding a 3D fluid solver is my future plan, but for now we must rely on Maya to animate the camera and source volume. The next release of m2vx plug-in will support output multiple .vdc files at a frame-by-frame basis, describing the animation of volume as well as the camera settings e.g. transformation and field of view. There will be 3 ways to animate the source volume: deform the polygonal mesh, particle system, and fluids.<br> <br> 2. Saving Document:<br> Save all the controls in a binary file to be loaded when the program is restarted.<br> <br> 3. User Interface:<br> The render view window is set to be top most. It is efficient to tweak the controls at low-resolution render, and finally call full-resolution to output images. Anyway it is still too slow to interactive at high-resolution over 1K. I plan to add the ability to iconize all the windows of the application to task bar, so that can be easily finded. Switch to different cursor icons during specific operations.<br> <br> 4. Output:<br> The future professional release will support output multiple-frame output as RGBA tiff format to be loaded in 2D post application. <br> <br> 5. Lighting:<br> Support 5 point lights to illuminate the volume with varying color and intensity. One can select and tweak individual light in the preview mode.<br> <br> 6. Depth Matte:<br> Cache files will contain the mesh data of matte object to simulate the object-in-cloud effects if necessary.<br> <br> There is piles of hard working to do this month. I set the deadline to the middle of july. After the professional version is released, i will look into how to develop plug-ins to work with 3d max or XSI. Is there any learning resources I can refer to? Any suggestion should be appreciated.<br> <br> Sorry to hear about it failed to run on older ATI hardware. Is there any Cg experience on ATI? I will release a Cg version after the prefesional release.<br> <br> Thanks amygdalae,<br> I think hardware-accelerated rendering is used even in the first LOTR film. I can only script with MEL three years ago. People will rely on hardware-accelerated rendering more and more in the future when programmable GPU getting more and more powerful. Since big studios would rather keep their fantastic in-house tools properitary and few programmer works outside those big studios. I think it is hard for people to get off-the-shelf stuff good enough. I'd be proud of developing something useful, something avaliable for everyone.<br> <br> Thanks Nojoy for your detailed feedback.<br> <br> Thanks Simon,<br> Swell is a great inspiration to me. I write my vortex to learn openGL and GUP programming. Another reason is that it is too slow to implement volume rendering off-line with Maya renderer or PRMan. Minutes of waiting after change a single parameter makes it impossible in production. I want to develop and tool works closely with Maya that can load animation, fast tweak controls and render images for post production. It turns out to be not easy.<br> <br> Hi kfc,<br> <br> I think it will works on Quadro FX GPU, since it is much better than my Geforce FX one.<br> <br> Current demo version has no watermark, also no image output. <br> <br> I will make the professional release a stand-alone commercial application. The pricing is still under discussing. M2vx will be free for all. The only difference between pro and demo release will be the limited size of output images.<br> <br> A Linux version? Yes, I will release a Linux version. But be patient I have only one brain for all the above tasks.</font> </div> <!-- / message --><!-- sig --> <div><font color="#000099"> __ ____ ____ _____<br> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br> zhang jian<br> <a class="moz-txt-link-abbreviated" href="mailto:zhang_mdev@(protected)">zhang_mdev @(protected)</a><br> zjprogramming.com </font></div> <br> </body> </html>
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