!! DURIAN !!

You can pre-order your DVD (and get credited) now!

If the pre-ordering campaign is very successful, the foundation could hire additional blender devs (Jahka?Farsthary?etc. (nothing official at the moment, these are only ideas from a blender community member, not the ones from somebody who has talked with the foundation)) for this very ambitious project (advanced VFX and rendering methods in blender)

Other very good news, the great Daniel Genrich just committed his additions in the 2.5 repository (beware: the volumetric render from Matt Ebb and Farsthary (sim_physics branch) is still not merged in the 2.5 branch, so “only” smoke simulations and UI preview at the moment). So just go on graphicall and grab a build with a revision number above 22059.

I sent two months ago a DVD with the blender 2.5 branch source code to Farsthary (more than 100 Mb, impossible for him to download), and he received it 2 weeks ago, now I will send him a patch (less than 1 Mb after compression) so that he can stay updated despite the very poor bandwidth in the cyber coffees. If you want to ease his life, you can consider sending him sms (you can buy pre-paid pack through paypal to send them like email) to give him some information about the progress here as he can hardly go to the cyber coffee (very expensive over there). You can also send him CDs/DVDs with open source ressources, recent linux distros, trials version of CG applications (for comparative analysis), SIGGRAPH 2009 papers. (small donations are still useful to cover some expenses).

This way, he will “thinker” the source code from Daniel and Niels, and try to adapt his fire simulator. More importantly, he will get familiar with the 2.5 architecture (pedagogical value).

Congratulation to all the people who have supported the blender projects mentionned in the previous post:  Joseph has now better conditions to  finish his project. For people who would like to support the Durian project but cannot afford to buy a DVD, I would advice to make instead a small donation to Jahka (indirect support, cf. last paragraph), as this guy is a long-term contributor to the blender source code and has so far not attracted a lot of donator because of the similtaneous needs of Daniel and Joseph.

He is very generous (as previously said, blender powerful hair/fur/particle system is mostly his baby (after about a two year coding pregnancy) and he hasn’t earned money before from his coding (no Google summer of Code)). His tasks are very ambitious (see the right column on his site) and are very useful for the Durian project, so you can still consider a small donation to him for his everyday life.

Regards

a friend of Farsthary

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!! DURIAN !!

7 thoughts on “!! DURIAN !!

  1. oogsnoepje says:

    [quote]So just go on graphicall and grab a build with a revision number above 22059.[/quote]

    Actually, smoke was in there since 22054/22055 😉

    Like

  2. Ruddy says:

    Hi Dennis 🙂

    use the example file provided by Daniel Genscher as a reference:
    http://www.wxtools.com/wp/

    Daniel has designed a really neat system, where smoke can be used combined with the particle system: The values of the particles are used to initialize the smoke. In the example, you see that the smoke input consists in a plane defined as a particle emitter, and the smoke goes up because it’s defined as “hot” (select the domain (cube), and see the “heat” slider) , so it goes up by natural convection (hence, no movement if you set heat on zero)
    Using particle is very cool, because it gives you precise control over your VFX and speed up the process:
    1) you can study first a particle system, and find appealing movements
    2) then you set your particle system inside a cube, apply smoke modifier (= you define the domain for rendering and calculations)
    3) you launch a basic simulation with the “high res” unticked. This way, the calculation of the smoke is quicker (low resolution). Here, if as an example if you simulate an erupting volcano, the particle simulate big rocks flying in the air, and the smoke will simulate dust emitted by the rocks. Because of the faster calculation, you can quickly tweaked your VFX.
    4) Finally, you tick the “high res” box and chose a noise method to dramatically boost the realism of the simulation. the wavelet method is a state-of-the-art one, designed by Niels thuery and Kim:
    http://www.blendernation.com/2008/08/22/realistic-smoke-coming-to-blender/
    This adds a bit of “chaotic” movements to the smoke according to its speed (the faster the smoke goes in the previous, low quality, simulation, the more probable it tends to make vortices”
    5) When you’re happy with it, simply increase the max resolution of the smoke (Max. Res.) and the amplification factor.

    NOTE:
    * work in progress, so no caching of the data at the moment (first ctrl+A to launch the calculations, but when it goes back to frame 1, the calculation are started anew… –> no faster previz). Moreover, the smoke is integrated in the upcoming blender 2.5 (cf. the new interface), which is also in progress, so no volumetric engine at the moment (previsualization only).
    * you need a very powerful computer: to avoid very very slow simulations, set Max. Rex at the minium (32) and amplification at 1, and untick “High. Res”.

    Regards

    Like

  3. Nice to hear about the DVD.

    How strange with no internet conn. and really expesive at internet coffeeshops. Well I hope the situation changes for cuba and farsthray.

    But are you sure the foundation can afford to get more developers over there to work parallell with the durian production ?

    Like

  4. My greatest appreciation to this community and to the owner and members of this blog. I really appreciate your unity, you cooperation, and your love to the subject of this blog.

    Like

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