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pshipkov

SOuP Jedi
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Reply with quote  #1 
Big credit goes to Evgeny Grebennikov for providing his work to the SOuP community.
Download links available on the "tools" page (http://soup-dev.com/files/ovdb.tar.gz)
Video tutorials available here: https://www.youtube.com/user/TheBesha1/videos
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viki164

First taste
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Reply with quote  #2 
Thank you Peter !
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viki164

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Reply with quote  #3 
Quote:
Originally Posted by viki164
Thank you Peter !


Just wanna correct the author's name : Evgeny Grebennikov

Sorry for the mistake :) I used google translate before to translate his name..Mybad :)

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noiseOfId

clear soup
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Reply with quote  #4 

Looks great.

Seems to work fine so far except for the Write-node.

Doesn't write anything to disk for me.

I followed the instructions in the video, where I grab the fluid with the OpenVDBFromMayaFluid and plug it into the BE_VDBWrite and add $F4 into the path.

I tried .#### and also without any extension, but to no avail.

Am I missing something?

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viki164

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Reply with quote  #5 
It works fine here. Make sure you connect the time to your BE_VDBWrite Note.

You can also resample ( hires/lores ) on the fly by simply attaching a BE_VDBResample & change DefineTransform Parameter to Use Voxel Size Only.

The ideal approach would be to cache the MayaFluidFireSim as vdb then make a new scene. Read the exported vdb & then resample it to hires by writing it a new VDB cache. Perhaps one could also apply Filter to resampled vdb. I tried it & it works well.

MayaFluidfireVdbWrite.jpg 
For Resampling :

MayaFluidfireVdb_resampled_Write.jpg

 
Attached Files
zip MayaFluidfire_vdbwrite.zip (11.94 KB, 78 views)
zip MayaFluidfire_vdbwrite_resample1.zip (12.09 KB, 45 views)

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noiseOfId

clear soup
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Reply with quote  #6 

Ah thx viki, I guess I must have missed connecting it to the visualizer.
My guess is that Resampling-node doesn't actually advect anything.

Will have to try what that actually looks like.

Right now just playing with the isosurface in your scene.
Thx!

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viki164

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Reply with quote  #7 
Re-sampling will just add or reduce subdivisions to the vdb.
For Advection there is BE_VDBAdvectSDF Node !
Let me try it first how it can be used .  Will update it soon !
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noiseOfId

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Reply with quote  #8 
Looking forward :)
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redpawfx

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Reply with quote  #9 
Is the source available for this anywhere?   Arnold changes rapidly, and as soon as a new version comes out, this   download will potentially not work with it anymore.

we'd like to be able to  compile it ourselves whenever we switch up to a new version of arnold and MTOA.


-johnc

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RacoonBear

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Reply with quote  #10 
I'm going to HiJack this threat, I hope no one gets upset !

I've read on DreamWorks site, I've watched some videos on OpenVDB; I don't get what is beneficial about using it ?
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Ruslan

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Reply with quote  #11 

Quote:
Originally Posted by redpawfx
Is the source available for this anywhere?   Arnold changes rapidly, and as soon as a new version comes out, this   download will potentially not work with it anymore.

we'd like to be able to  compile it ourselves whenever we switch up to a new version of arnold and MTOA.


-johnc

Here is the GitHub Repository

https://github.com/dreamworksanimation/openvdb

 

Anyone tried this with some hi-res fluids? Just wondering how fast is it to cache Maya Fluids to vdb instead of maya native format.

Edit: Just tested it - almost same speed, good bye mcx!

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salvaom

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Reply with quote  #12 
Hello,

I'm having a bit of trouble installing this for Maya 2015 and mtoa. I've downloaded it from the Tools page in this web and installed it through environment variables, instead of copy/paste all files by hand, but there's something not quite right.

At the moment, I've got OpenVDB loaded in Maya, the VolumeOpenVdbNodeMaya loaded and working as well and obviously mtoa. Here's some screenshots from my computer:

maya_vdb.JPG  viz.JPG  plug_ins.JPG 

The VDB was generated from the default attributes of a PyroFX explosion in Houdini and exported as .vdb.

The node translator is working, Arnold recognizes the volume, but as you can read in the arnold log (also attached): "00:00:00   764MB WARNING |   [volume_openvdb] could not find non-empty "grids" user data, cannot create volume".

zip
 arnold_stdout.zip     

I haven't found any installation guides for this, I though it was a matter of setting "MAYA_MODULE_PATH" on the folders containing a .mod file, "ARNOLD_PLUGIN_PATH" and "PATH" for the procedurals and shaders, and "MTOA_EXTENSIONS_PATH" for the extensions folder. Am I missing something?

Thanks,
Salvador.

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redpawfx

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Reply with quote  #13 
Hey Ruslan, and other folks. 

I'm aware of the orig  openVDB  Dreamworks stuff,   That only contains  the actual Dreamworks  OpenVDB  library code,  their houdini nodes plugin,  and   the original  version of the maya OpenVDB plugin.       What I'm specifically  asking about is the  Version of the  MTOA  translation nodes , shader and procedural  that work together with arnold. They seem to be custom written by the author and  Those are not available anywhere  as source to my  knowledge. 

There are simple versions of the  MTOA  volume translation  witin the source for MTOA,   but  It seems  this package includes a very nice  custom  shader and  "visualization"   node, which I was  planning on writing  something like this myself, but  I just saw this  this week,  so I'm asking  if the source is available first, because I don't want to  bother if it were already out there somewhere, or there might be the possibility for it  to be released.     MTOA specifically is what I  am worried about
since its  versioning with  Arnold releases are fairly rapid and when new versions are released it will stop working unless he continues to compile new versions all the time.

If anyone can ask the author or  knows how to get in contact with him please let me know. 

Thanks.  

-johnc
redpawfx
 
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besha1

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Reply with quote  #14 
I am author.
What exactly are you interested in?
If you are concerned about version of Arnold?
I update in a timely manner.
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redpawfx

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Reply with quote  #15 
Hi Besha!  nice to meet you.

I'm mainly interested in knowing which version the mtoa  nodes and translators are being compiled with and being able to keep correct versions if we were to use your  version of the plugin. 

Where I work,  we compile our own development version of MTOA and exclusively use that in production, so we'd need  to always make sure your  plugin was compatible with our current build, based on which version of arnold  we're currently using.

Since you're not charging for the  software, I was wondering if you were able to put the source up somewhere like github so people can  compile and contribute  their own version where needed.  
  At the very least we need your releases to give us a list of the version of arnold that it is compiled with,   and  the version of MTOA  that is compiled with as well, so that we can match them together and  give it a try to see if they will work alongside our  custom build version.

Please let me know,  as I'd like to give your shader a try. 

thanks

-johnc.
redpawfx
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