Unfortunatly no realtime.... so I guess now you understand Mihai....subspark wrote:Thanks JTB. I appreciate your response. And also thanks to Herve for suppling even more fantastic examples. Mihai Iliuta, the reason the clouds from the examples Herve supplied looked a little dark and flat is because of the lack of sub surface scattering. Such a technique for this phenomina would greatly increase render times for those movies that were presented. Nonetheless its all possible and waiting to be taken advantage of. As far as procedural clouds go I really think it's likely that Next Limit can and will intergrate a solid part of Realflow into Maxwell for such a simulation. It is logically the most accurate method I can see them taking advantage of in order to acheive a realistic cloud model system. It may not end up being as slow as we all beleive it might be.
Although I must admit there are other ways to acheive volumetric clouds, such as Swell in my previous links.
But I think Herve gave the best examples of cloud formation.
I noticed the Lightwave plugin however due to the look of those clouds, it appeared that they were running on the GPU. Was that stuff Real-Time Herve?
If it wasn't then I can understand Mihai Iliuta's comments a little better however that does not take away the powerfull potential of cloud and atmosphere simulation. In my mind, it's only the beginning.
Cheers.
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