I often get requests of Lagoa artists available. I know a handful of them and I always pass it around to the people I know. But from time to time someone new appears doing beautiful simulations. See Artemy Craft on Vimeo.
I’m putting together a list of Lagoa users that should go on the website, so if you are a “pro” and want your name to be there just drop me a line.
If you are not a pro – drop me a line too, but it might be good time to become one since there’s now plenty of Lagoa Training out there, and also demand. So to help you get started with the tool I’m listing two places you can start with:
Ben Houston’s Exocortex approached me to help on the development of a realtime smoke simulator for Softimage ICE. This is the outcome which I just got permission to show.
SlipstreamRT for Softimage is a proprietary real-time smoke simulator developed for Softimage’s ICE system in collaboration with [exocortex.com/ Exocortex Technologies, Inc.] This video is posted with permission from Exocortex Technologies, Inc. For licensing information please contact [email:firstname.lastname@example.org]
I’ve worked on most of the components of the solver including boundary conditions (laminar flow, turbulent flow), vortex shedding, the vorticity equation and particle splitting algorithms.
Most of the tests on this video are done by myself, I’ve also implemented all the workflow and controls demoed in the video.
And Guillaume Laforge is doing this pretty cool project that constructs a fast scalar field in ICE and passes to the polygonizer in a grid structure.
The coolest stuff for me is that the distance function on Guillaume’s polygonizer is an ICE compound! So you can play with it right there and manage to change the way the polygonizer will weight the surface.
It’s exciting to see all these people developing these tools and they are all compatible with my SPH solver, have fun!
I’ve finally finished producing 4 hours of training material on Softimage|ICE platform. I explain the math, core workflow and several computer graphics techniques behind creating some amazing tools that can be used in production.
This series is packed with examples and is more of a intermediate/advanced focused. Although if you are a beginner you might find this really exciting get you to dive into ICE right away!
Based on the number of neighboring particles, this compound can adjust the color around the boundaries of a particle cloud.
The range is calculated based on the number of points in the island, so a gradient is smoothly blended to the particle color.
This can be used in any region of the stack. Plug the Execute Color in one ICEtree port and you are good to go.
However if you want the color to update with the simulation, you must use this in the simulation region.