Because all talk about scatters, i build a simple 1hr rgb scatter in ICE, based on vertex color maps.
Just for fun...
face
[vimeo]http://www.vimeo.com/48003029[/vimeo]
ICE
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
A simple quicky...
face
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
great, i love it 
would be nice to see it animated
ciao beppe

would be nice to see it animated

ciao beppe
Thanks, next try...
face
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
OGL animation preview...
face
[vimeo]http://www.vimeo.com/52658670[/vimeo]
face
[vimeo]http://www.vimeo.com/52658670[/vimeo]
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
wow, thanks for sharing
i try to figure out how could it be made, a perfect mix of metaballs/lattice, particles, noise and math i suppose
ciao beppe

i try to figure out how could it be made, a perfect mix of metaballs/lattice, particles, noise and math i suppose

ciao beppe
There are some trees there.
One for the strands, which adds point positions to the strand array till 300 positions are reached. Strand positions are removed from the end of the array if the strand direction shows to the center of the Octane logo.
Also the array will reduced if the point live is greater then 200 frames.
Then one tree for the use of the emTopolizer which is a reversed copy of the strand positions where i removed the first 100 positions so that i become 200 position per strand. The resulting array is subdivided so that i become 600 positions per strand.
This gives the effect that the fluid follow the strands or the strands are a way before the fluid.
The next one is the emTopolizer tree itself, which generates the fluid. In the emTopolizer i have used a push and a smooth operater to smooth out the result.
There is a subtree after this tree which reads the closest normal from the logo mesh. With this i flatten the resulting mesh by blending the flatten and the original by a factor together.
The last tree is used to generate a copy of the resulting mesh above which reads in the geometry and smooth it a little.
If you want, i can also post the trees
Here is a higher detailed image with around 6mio triangles.
face
One for the strands, which adds point positions to the strand array till 300 positions are reached. Strand positions are removed from the end of the array if the strand direction shows to the center of the Octane logo.
Also the array will reduced if the point live is greater then 200 frames.
Then one tree for the use of the emTopolizer which is a reversed copy of the strand positions where i removed the first 100 positions so that i become 200 position per strand. The resulting array is subdivided so that i become 600 positions per strand.
This gives the effect that the fluid follow the strands or the strands are a way before the fluid.
The next one is the emTopolizer tree itself, which generates the fluid. In the emTopolizer i have used a push and a smooth operater to smooth out the result.
There is a subtree after this tree which reads the closest normal from the logo mesh. With this i flatten the resulting mesh by blending the flatten and the original by a factor together.
The last tree is used to generate a copy of the resulting mesh above which reads in the geometry and smooth it a little.
If you want, i can also post the trees

Here is a higher detailed image with around 6mio triangles.
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
Wow! Coolest image yet! Sounds like I need to buy yet another Mootzoid plug haha.. How does it look like if the emitting geometry is deformed/animated I wonder.. Very cool stuff Face!
I love watching others ICE trees, so if you dont mind, please post
/Regards Peter K
I love watching others ICE trees, so if you dont mind, please post

/Regards Peter K
Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB