An effect shot required fluid motions in a weight map so I implemented a basic fluid solver.
The video shows a 2D fluid solver realized as a weight map operator in XSI. The source density is injected by a distance map (see locator).
The vector field is influenced by a noise field.
Archive for the 'Research' Category
Currently I am working on an implementation of Jerry Tessendorf’s algorithm for creating realistic looking ocean surfaces in XSI.
Inspired by a paper about ilumination for cell animation I have written a plugin for XSI’s FX-Tree to map a texture onto a rendered image based on its normal map.
This way you can add or rather paint in light effects (especially rim lights) in post (see video below).
Just a few render tests I did with the Frantic Films Krakatoa Renderer (Beta 0.9.13).
The wiry character is a personal scripting project for procedural generation of curve-like solid meshes with animatable attributes.