IPAS
2 messages in this thread
>>As Jonas said, our new flame.axp and vapor.axp particle systems are both
being implemented with interactive IPAS3 features……
Hi Gary,
Yes, I'm very interested & excited to see some of this stuff. Perhaps I'm
late "arriving" on the 3DS scene or missed something, but could you or someone
elaborate on the *interactive* details w/r/t _particle_ routines when you get
time ? (I caught the displacement mapping description). In all fairness, I have
been having fun with the first IPAS sets in my recent time-off from working, as
you *can* get to see decent "full color" approximations using small flics
rather quickly w/r/t to any other PC app's – and the flic color seems much
better than previous versions…..never can have too much speed and
interactivity though.
>>The Valis folks _were_ working on a set of sxp's last year… I'm surprised
that there aren't more of them out their either… especially since they're the
easiest….
…and very useful, properly implemented. I won't repeat myself here but
you might want to see my reply to Jonas on this subject. Valis stuff would be
very interesting – hope they haven't abandoned the project.
>>Perhaps they're not challenging enough?
I think you're right on the mark here. I hear that a lot from programmers
lately. Plus the animated stuff is generally _*flashier*_. Thanks for your
time.
Regards,
Bill
Some examples of interactive controls in the vapor and flame particle
system set-up boxes are:
– being able to load the object into a viewport to view the
emitters
– setting a vector for the direction of flow out of
the emitters in that viewport
– adjusting the wind-direction graphically in the viewport
– placing "whorl" (turbulence areas) graphically in
the viewport
– selecting the particle type with icons
– previewing the particle cloud itself (in the ipas routine's
viewport)
It sounds like MikeW is getting pretty heavily into SXP's… I'm
looking forward to seeing some of those fractal shaders!