Saturday, July 11, 2009

Poll for what I should work on next

But no dates for when they would be worked on. Yes documentation is not on the list. Sorry. I think that slackware64 current has a screen grabber so perhaps you will get a video tutorial soon.

Monday, April 20, 2009

Emiter update.

TroY manged to find a bug or two with emitters. So setting normals should work now. Don't forget that for the object to be animated you must uncheck the static checkbox. Also Emitters are still "old" code in that only vertex's emit fluid and their normals are defined by the AoI object, so you need shading to be set for the object. Same link as always.

Monday, April 13, 2009

Selection Sets and Physics

I have now revamped part of the GUI work the why I would have always liked it to work. To make a long story short you can now set up parameters on a selection of objects or even a selection Set. This can make larger scenes much easier to work with.

There are however a few things you should know. If you selected a group of objects, then every selection set that is a subset of the current selection will also be selected. Also if you selected a selection set --all its selection set subsets are also selected.

Now the tricky part is when the editor is disabled. This means that all the objects that are selected do NOT have the same parameters or type. Or alternatively the type selected from the drop down is different. At this stage you can choose to set all of the current selection to what the editor has via the set to selection button.

So anyway a little playing around should make things clear.

The other thing that has changed is the way other objects are handled. In particular soft-bodies. They now have there own iterative solver. Its not different at this stage, but uses a smaller time step from the rest of the simulation, and hence the whole simulation can proceed much faster (ie with larger time steps). You can control this with the internal reps parameters for soft-bodies. Higher means more internal iterations. However this won't solve all stability issues so smaller global time steps will still be generally required for fluid soft-body interactions.

The other nice change is that I now check to see if the soft body simulation is trying to use all the ram. At this point it throws an exception rather than just consuming every last Meg on your machine. In this case either increase the internal reps or reduce the time step.

Don't forget to delete the physics object on older scenes and recreate a new one.

Here it is

Monday, January 19, 2009

Ops

Once i properly answered the question i found even more bugs....

So now it should always "convert to trimesh" without any special settings. Same link as below.

Small Release

Due to a question in the weekend i found a few Synchronization bugs. These are fixed in this release. There is still another bug floating around that does not seem to stop anything...

So its at the normal place:
Physics.jar

Wednesday, July 30, 2008

Do we like bugs?

Cus I have a lot of em! The fixes for the surfaces had lots of bugs. And now they are fixed. I don't have much time so this will be brief.
  • Metaball ratio now works. So rather than changing spacing in the advance menu you can just set this to a value larger than 1. You will then need to adjust the threshold and if you get funny ray traced isosurfaces, you need to put the max gradient up to about 3 or higher as needed. This can slow down raytracing a lot.
  • Doubling the metaball size will make render about 8 times slower. Use the sampled grid if you can.
  • You can now convert your physics object to a triangle mesh. Just how legal the mesh is and how well it works in the rest of AoI is prone to ... unstable behaver.
  • I completely revamped the synchronization code using ReadWriteLocks. Seems to work well, but I still cheat a little.
  • This means there should be no more flashing animations. If you do get one with this new version let me know.
  • When you reload the file you worked on "yesterday" the particles are duped. This means that the first frame from you bake is stuffed. Don't use it to see whats going on and don't "rebake" from the first frame without reseting the whole thing.
  • Generally if something seems to start to go wrong. Reset, Rebake.
You know where to download it from.....

Sunday, July 27, 2008

Surface quality and another beta-alpha release.

I have been spending some time on working out how to get a nice looking surface. As you can see from previous posts, the surface currently looks rather "blobby". So I have read papers and done some experiments. I think I am getting somewhere, but there is much more to be done yet.

First of all I now let the surface kernel be different from the SPH kernel. The SPH kernel has a lot of math that it must obey in order to work properly which a "viewing" kernel does not need. The result is a much nicer looking surface, but far from perfect. There is a catch, you need to set the isosurface threshold down to 1 rather than the default 500. Otherwise you won't see a thing. My current viewing kernel is (1-r^2)^2 and is often used with metaballs. The results is much better and just results in a small amount of roughness. With some adjustment even better results are possible.

Here is an example:
Threshold=1

With a larger threshold:
Threshold=3

Both in a composite:
Both together

Same but with polygons Ray traced:
Ray Traced Poly Surface

lower threshold and higher poly res. Note that rendering time is dominated by the mesh build. So this could be much faster for transparent fluids.
Ray traced with finer polys and larger threshold

And a composite:
The Above together in white this time

As you can see the threshold can make some difference. Generally there is no right value and it will need to be adjusted. It should be noted that other fluid packages has similar parameters that need to be adjusted. Surface tracking is not a exact problem and hence the different methods that are used to tackle the problem. Also this will make less difference with very small particle sizes. But it will be slower.

The final version will be almost be 100% based on a mesh. But a good mesh is very slow to build and hence may need to be backed in with the rest of the simulation. In real flow you can bake lots of mesh's to a single "particle" bake and you can then adjust the different parameters better for different views (aka close ups vers far shots...).
The trick with meshes is not that they are better, in fact they will be the same as the isosurface examples above. But note that these examples are only a little rough and some smoothing could make it almost perfect. And that what we do. We add post smoothing to the mesh, usually via a iterative scheme that can be tuned.

Unfortunately the mesh code has some issues. First is the fact that there are bugs. For some reason when the mesh preview is on the cpu goes to 100% and never stops. Has anyone else noticed this? The next is that there are some cases that i get null triangles. And the biggest is that is uses some code that nobody seems to have written. This creates clear issues with the GPL'ness of the code base and I may just have to rewrite it.

I will still keep the isosurface code and at this point it gives the best results. You get some performance issues however and the best way to deal with that is to turn on the useSampleGrid option. In my scene above they caused the render to be about 5-10 times faster, and the difference would be even greater with transparent fluids.

Other changes are there are now some options for fluid objects. The first is a dither and just randomizes the particle positions so as to loose perfect alignment effects. The other is x, y and z ratios. These are fill ratios in these respective directions. The default gravity is in the y direction so if we set y to 0.5 the object will be half full. Also the fluid objects and softbody objects no longer get "blobs" at the vertices's.

Add one more render:
Transparent

The updated plugin is at the same link as last time. The last post still makes up some of the release notes.

Do not forget to change the threshold to about 1 or a little more for this version.




Cheers

Wednesday, July 16, 2008

The Beta Alpha ++ release.

Yep a new release is here. First some movies:
loopable AoI
Filling an A with the old boundary
Filling an A new boundaries

There is a lot in this release so we will start with a list derived from the change logs.
  • Fluid objects are in. They are not "stabilized" and look rough. But we can now start with liquid in the scene.
  • New boundary parameters have been added and generally work better than the velocity bias parameter. The parameters are a factor to increase boundary force and a clamp value to limit the max value of that force. If the clamp value is greater than one particles can bounce a bit.
  • All particle boundary code has been more or less removed.
  • The integrator was made more consistent. This mean one more pass per iteration, but is more stable.
  • Softbodies are working.... Kind-of. WARNING, this can break your scene, have a backup.
  • Note that you still need to subdivide emitters.
So the fluid objects do work pretty good at this stage. They are however rough in that the surface does not look so good. When stabilization is added it will improve. What is stabilization. Say if you have a block of fluid and you place it into the same block as a boundary. When the simulation starts the fluid will move a little in order to settle properly. Its not a big deal but a "lake" will drop a little over the first few frames/seconds of the animation. Don't forget when using small particle sizes that you also need to drop the time steps as well.

Next is the boundary code. I'm a lot happier with these parameters to control boundaries than the velocity bias. The boundary factor is just a simple multiplier on the base force and clamp simple clamps the value. So the default is that the boundary has a effect of one on the surface. If we set the multiplier to say 1.5 and leave the clamp at one. Then the "thinness" of max effect is now larger. But the magnitude of the maximum effect is the same. If we let clamp be larger than one then the boundary gets a little spring to it and can push particles back rather than stop them from traveling though the boundary.

But what about softbodies! Well first of all its a long way from finished. Ok so not that long. But this really is a alpha alpha stage in that I does delete data from the scene and generally does not like anything other than full rebakes every time. So here are the guidelines:
  • Don't use high poly/vertex count objects.
  • Keep the spring stiffness high. About 5000-100000.
  • If the object collapses the simulation will go unstable.
  • If you want fluid interactions, then you will need to up the mass values to more than 1 on the softbodies. Also smaller time steps will be needed.
  • Every time you make a change to the scene rebake.
  • Once a object is set to softbody its animation tracks may get deleted. You cannot move the object around the scene. Reload the scene and position the object before adding it as a softbody.
  • Vertex are mass. If you have a lot of vertexs at one end, thats the heavy end.
  • avoid long and short vertexs in the same model.
So after that list does anyone want to try it? Note that softbody objects must be triangle meshes and can have approximation/interpolation smoothing.

Now I often get complaints with the large number of options. That is the deal at this stage. I/We need to be able to work out what works and what does not. The only way to do that easily is have the options available to try in different situations.

Happy AoI'ing....
Oh, I almost forgot, the plugin is here:
The Plugin

Sunday, July 13, 2008

Softbodies and soft bugs...

In the interests of interest, I have been working on the softbody section of code in the fluid plugin. Thats right, its called Physics.jar for a reason. The entire structure and methods used are there so that fluids, softbodies and rigid bodies can be integrated into one single engine. This will allow fluids to interact with these objects. But it does mean less optimized "sub solutions".

Currently the softbodies are working, with some known shortcomings while I sort out the finer details. Also I keep finding bugs. Right now there needs to be a little bit of a clean up of the raw simulation code. I have too many methods that don't properly document the contract for the engine. So boundaries are a bit of a interesting mix of problems really. Its all experimental code at the core and thus its far from clear what methods work well in practice. A good example is the no slip boundary conditions that are frequently used. When you are using fixed mass particles this turns out to be a really bad approximation, as the boundary layer is smaller that the particle resolution. Simple friction with velocity normals work very well and are much more stable.

I have now read more papers than I care to count on the subject of SPH. There is a general pattern however, and that's that its generally about a 1st to 2nd order method at best. Boundaries are where the side is let down, and even thou there are corrections (that I use) the smoothing kernels limit the local approximation across the parameters. To make a long story short, I'm not aiming for a 3rd/4th order method. In fact I estimate that I have 1st order at the boundaries and 2nd order throughout the fluid. I use only first order explicit time integrators. The combination turns out to not be so bad after all. So I keep the code that works, and its a little adhoc right now.

So the current softbody list of features and antifeatures:
  • Interact with each other
  • Interact with fluids. ie can float
  • Must be a triMesh
  • the mesh can be set to approximating to smooth deformations.
  • Interactions with each other is from vertex to face. So few vertexs means they tend to interpenetrate a bit.
  • Unfortunately you need quite small time steps to keep stable because of the explicit integration scheme.
And a very small example...
Soft body and fluids

Monday, July 07, 2008

The first Alpha Beta release....

The final dusting to the poly boundary code have been completed. So now you can play with the new code. There are a few extra options now for boundary's that I will try to explain here. At this stage its about making options avalible so that others can play with setting to what works and what does not.

The first new option is the PolyBoundry. This makes it a polygon type boundary rather than a vertex based boundary object. The remaining options don't work unless PolyBoundry is true.

The next option is the calculate boundary outside poly. What this means is does a polygon effect extend out from the edges rather than the projected normal volume. In more technical terms, if we project a particle with the plane normal onto the plane that contains the polygon, do I do anything if its outside the polygon. Generally setting this to false works best. But for convex shapes there is the possibility of "leak vectors" . Setting it on mean that concave sections give too much boundary force.

The last new option is really for the case where Calculate boundary outside is set to false. Generally we will get very slow leaks over time. If we provide a constant velocity bias to the boundary conditions we help move particles that are close to leaking, back inside. But this is adding energy to the system and therefore can lead to pretty weired results. Below are some examples, but this should be small 0.01 or smaller. Always try 0 first. Even at low values that can make still fluids "boil".

There are some limitations to the current implementation. The biggest is the complete lack of friction. All current boundary's are frictionless and that can lead to bizzar results from what you might expect. Another is getting fluid boundaries to match the boundary surfaces for rendering. Currently there is no way to ensure that ray tracing a glass with water will be done correctly as far as I know. Its also not currently optimized either meaning that its slow that it needs to be. But its still faster than particle boundaries. The last limitation is the need to put the boundary triangle into all voxels that it overlaps. This means that using smaller particle sizes will increase memory requirements for the boundary objects.

So here is an example of the unstable rotation that is now, hopefully fixed.
rotator mpeg 4

This a example scene with the outside boundary's set to true.
Hour Cup
Note the large distance between the walls and the particles.

The same thing but with outside boundary's set to false.
Leaking
It now leaks, but only slowly.

Then we add just a little velocity bias (0.01).
bias fixes leak
We can really see the lack of friction here.

Getting stupid with bias (0.05).
Too much bias
Now the lack of friction is compounded with the extra energy added by the boundary.

Finally the file I have used.
AoI example file

This plugin is now only for AoI 2.6. But only because I don't use 2.5. Also its a beta-alpha for a reason.

Download the Physics Plugin

Sunday, July 06, 2008

Polys for boundaries and stupid bugs

Oh yes, Its finally done. We have polygon boundaries so you never need to subdivide a mesh again. This should make it about 200 times easier to use now and I will get much less over/under subdivided meshes, asking where it all when wrong.

Ok, so its not finished. The source objects only use vertices's, and we still need to convert to triangle meshes and you still can't have a initial condition that includes a full glass of water. But otherwise this is working with the only regression I have noticed is the save state issue discussed below.

However there was one bug that took almost the whole weekend to find. When I had a object rotating under a fluid source, it would go unstable. Even with time steps down to 1e-6 it would still go unstable. To make a long story short I did not really find the bug. But i did prove that it *only* occurs on perfectly axis aligned vertices's rotating in the x plane! Even rotated .1 deg in the y axis would prevent the problem. I think I fixed it but I'm really not sure. Its possible that you just need everything to be perfectly aligned in some other axis....

But its good enough for me. So I will package this up on Monday as a beta-Alpha release for those who want to give it a try. Remember that performance on the old highly subdivided meshed will be very poor at this point in time, so a "clean" slate may be best. Also remember that there is no guarantee that there will be any level of AoI file backward file compatibility.

Also I will update the blog with a link to some new movies Monday as well.

Wednesday, July 02, 2008

Real Triangles, well infinate planes anyway...

The first big steps to removing the need to subdivide meshes has been taken. The biggest chunk of the required infrastructure is in place and working. The triangles however are approximated as infinite planes instead. But due to the fact that I use the particle boundary code there should not be to many issues to iron out as most of the code has been used a quite a bit.

I make one quite big assumption. I approximate all properties across the face of a triangle as a linear combination of the vertex values. This means that velocity of the face is not accurate for large polygons that are rotating, but this can be solved simply with subdivision for these perhaps quite rare cases. Another consideration is that the force of the fluid is transfered to rigid bodies in a similar fashion for rigid body dynamics, and this could also lead to inaccuracies and perhaps instability.

The code is not in the best state, and there is still quite a bit of try and comment out code as well as out right hacks in there. The is already one regression. The plugin does not preserve state of object that are created after the physics plugin for example.

In order to catch regressions early, I was thinking of releasing regular snapshots that are simply totaly untested. If folks would like this it would mean that regressions would be picked up sooner rather than later. Otherwise the whole debug cycle gets a little slow. Let me know what you think.

So the next *proper* beta release (0.7) I will hopefully have the following fetures.
  • Full polygon boundaries for moving and stationary objects.
  • Basic Rigid body dynamics.
  • Animating parameters.
I have also noticed some serious performance issues. Its just much slower than it should be. This will perhaps not get looked at in the next release.

Sunday, June 22, 2008

Laptop

In the interests of getting work done when I'm on a train, I just got myself a new laptop. This is in fact my very first laptop and unfortunately it has been cursed with Vista. But I already have cygwin working and will put Linux on it once I have at least some good uptime with a live DVD.

In the mean time this means that it will be much easier for me to work on things like the fluids plugin when I'm away from my fixed machines.

Monday, March 24, 2008

Other Things

This is just to give a update on what i have been doing. Although it was not on the AoI fluids plugin. But it is not forgotten, and if i ever do abandon it, I will release a full source version. Remember I want this plugin too. Your feed back was read and will be reread, so its not wasted.

So what have i been doing. Well I been to New Zealand and back. I have got a contract in the wings that means I can stay in Austria for another 2 years (maybe I will learn some German?). I have noted my lack of ability to Get Things Done, found a book with that title and I am finding it really helps to, well get things done.

Last but not least I have migrated all my code from subversion to Git. Oh what a joy git is compared to cvs and svn.

Its interesting how I found out about Git. I started using CVS for everything in about 1995-7 (can't remember exactly as I cleaned and reset my repository in 2000). I was not that impressed. I could not do a lot of the things I wanted to like move files. Binarys was not well handled and some things were far slower than I thought they should be. I did try a merge from a branch once.... and only once...

Then I ended up working for some companies that used source safe. Now I hate working on windows at the best of time. Nothing personal, I just find that MS support and documentation is terrible compared to other companies I have worked with. But what the Hell was MS thinking with source safe? Surely they didn't use it in house? To make a bad tool worse, the company I was working with had very stupid polices regarding file locking.

To make a long story short, I fell in love with CVS because she was the prettiest girl at the party. Not because she was pretty.

I kept looking for a better way because there must be a better way. Hence I found subversion. I have now used it for about 3 years. The problem is that its not really a better way, but the same way. Combined with the tools in IDE's (eclipse mainly but netbeans as well) my repository kept getting into limbo states preventing commits. It was difficult to fix without a complicated rolling backup system. Further to that problem, which directly affected the fluid plugin, was that I would end up out of sync with home all the time (I had no internet).

It was the fluid plugin devlopment that got me thinking that my personal devlopment model was in fact distributed. It didn't take long to find git. Unfortunately the admin at work never would give me a time when he would install it at work. So i waited until our machines got upgraded which was last week. Now all my repositories have been transfered to git. I don't use IDE tools for version control anymore since they just don't work that well. But with git is does not matter because the checked out directory is clean.

So why Git? Here is my list.
  • Distributed development.
  • Fast, very very fast.
  • Merges work so branching becomes common. This means there is better history too.
  • Unix tool set.
  • Very good repository integrity checking. This is a big deal IMO.
  • Easy to use (edit) configuration file.
  • Frequent branching makes "frozen" release much easier to manage. Debugging on the frozen branch can be easily merged with the main devlopment trunk.
The is even some tools to import a subversion repository with history. So I still have a history back to 2000. In short, even if you are a solo developer I would still recommend Git first and distributed version control over everything else.

Thursday, October 25, 2007

Feedback.....

Just to let anyone know that may care. I'm still waiting for feedback on the current state of the plugin before I update to the new version.

Also a few comments on what people get wrong.
  • Yes you do need to divide the meshes up finely. But not that fine. As long as each vertex is about a particle size away your fine. I have seen some meshes with 10k+ vertex's. Thats too fine unless particle size is smaller that .001
  • Normals pointing in the wrong direction. It seems that there are few issues with normals. Use approximated polygon objects, convert to triangle mesh and then set smooth shading.
  • You need a lot of particles to get a "good" fluid. 10,000 is not a lot. Rendering time still dominate in my experience.
  • Time steps are too large. If the fluid just disappears, its because the simulation blew up.
So unless i get comments to the contrary I will work on the following.
  1. Remove the need for subdivided meshes. This should fix the normal problems too. This is however quite a bit of code.
  2. Some small adjustments to the GUI, but they won't be big. Yet.
  3. Try to get some adaptive time steps in there. This will be a experimental feature.
Please keep the feedback coming.

Monday, October 01, 2007

Beta 0.6

The servers are still down and could be for a while. But i found a good file sharing site mediafire. It works on all the browsers i tried (Ok it didn't work with lynx) and didn't swamp me with popups. Nik is going to also host the main jar as well (Thanks). Watch out for his link latter.

So there are big changes with the beta 0.6. Most are behind the scenes to get everything ready for other physics and particle work. Rigid body and softbodys should not be that far away, and including them with this makes fluid interaction much easier. Also gases and fluid driven Materials and textures (for the procedural texture/material editor) will also be not too far away.

But for the current uses heres the bugs that will impact you the most:
  1. Found and fixed a bug in the find neighbors code. Now you can use larger time steps and not blow up.
  2. Found and fixed a density calculation bug when the spacing parameter is smaller than about 1.2. Now any spacing parameter less than 2 can be specified.
  3. Some bugs in the thread code that lead to things being done twice on dual core machines was fixed.
  4. XSPH bugs were fixed and is now exposed to users.
  5. Many more i can't remember.
Some things that I have not yet fixed:
  1. The flash/flicker that some have seen in rendering is almost defiantly a thread issue. Where it renders a next frame before the data for that frame is loaded properly.
  2. It is still difficult to get a "smooth" surface to the fluid. This may require a lot of work to fix properly. Some surface tracking methods are more complicated that the fluid simulation. We will see how it pans out.
The big things added:
  1. Mesh previewer. Its is however slow and not that accurate for the resolution. Its not adaptive and will scale with the bounding box. Also you might want to turn it off when you render a ray traced movie.
  2. Sampled Grid to speed up ray tracing. On very simple scenes on the dual core machine at home there is almost no improvement. But when AA or extra lights are added this starts to change quickly. At work on a slower single core machine its about 2x faster with java 1.6 and about 5x faster with java 1.5. Note that you get very weird results if Sample Grid factor is too small. 4 or larger are fine. Too large and you spend a lot of time building the sampled grid. Note this does not use a tree so the grid build time scales with the volume of fluid. This should make it fast enough to render transparent fluids.
  3. Improved GUI for object management. Again its not finished, but its easier to use both for a user and a coder.
Unfortunately this has added a issue or two:
  • Sometimes a when you load a file and raytrace it there is no fluid. I can't locate the bug yet but a workaround is to turn on the sampled grid (under preview/view tab) render and then turn it off again. Preview renders seem to give you a good idea of whats going on.
  • What little documentation there was is now largely wrong. There is no other documentation at this stage.
  • The mesh preview will rarely have a large missing strip on it. The fix is to either move the physics object very very slightly (The fluid won't move because its in world coordinates) or add a small about to the mesh size under the preview/view panel to not be a whole fraction or multiple of the particle size. ie mesh size = 0.050001.
  • Previous save files will not load properly with this version. However AoI is robust and will load everything else and you will just need to delete the not loaded physics and add a new one and configure and save.

Quite a long list here. I will try to now just comment of a few catches when using the plugin.
  1. When you change parameters like particles size. You must reset the simulation and rebake. If you don't the simulation can blow up no matter how small the step size. Generally if in doubt rebake.
  2. If you bake a simulation but did not save the parameters set, then when loaded from a save file everything can be inconstant eg. particle size, and hence raytraces and meshes will be wrong.
  3. Use lots of particles for realistic effects and use a high density threshold for emitters. The advanced option of spacing can be reduced, but will increase simulation time.
  4. ensure that all boundary and emitter meshes are subdivied enough and that the smoothing method is set to shading.
  5. If you try XSPH reduce the step size.
So where are the files:
Here
The plugin is the Physics.jar file.
Everything will move to the server I was using before when its back online. And don't forget. Its still a beta.

Saturday, September 29, 2007

Downed Servers.

Unfortunately the raid (So much for redundant) of our server at work has died. I can get no word on when it will be fixed. 1 week tops. Very sorry about this. I might put the files in some temp place for a week or so.

Monday, September 24, 2007

Update

The Plugin has been updated. So this is version 0.51. Don't forget you need java 1.5.
So what was done?
  1. Fixed a bug in the bake file saving code. Now you shouldn't get "stuck" as was happening before.
  2. Found and fixed 2 bugs in the simulation code. It now should be more accurate. Note that in the advanced options you can select a single pass simulation mode. It might be faster, it will certainly be less accurate and may need smaller time steps.
  3. Implemented a direct gradient finder for the ray tracer.
  4. Provided a good default for max gradient. This makes ray tracing much faster. You might get some rendering artifacts however. Just increase the max density adjustment under the views and previews panel. Thanks goes to Peter for implementing this suggestion so quickly.
  5. Fixed a another bug in the bake file saving where the y velocity component was getting placed on both the y and z axis. This would cause rebakes to be totally incorrect.
  6. The coordinate system is now world coordinates, not the physics plugin local coordinates. This will change the direction gravity acts. Default is the -z direction.
  7. Moving between frames with a lot of particles was very slow. This has been somewhat fixed and should be a lot faster now.
So because of these bugs you should update ASAP. Here are some results from the debug process when its all pear shaped.

Simulate

Render. Problem!

Now it works and only 12 mins to render.


Don't forget with these render times that I have a AMD X2 5000 and use java 1.6 (about 1.5x faster than 1.5). The simulation time was under 10 mins, but i don't remember exactly how long it was. Also the simulation code is single threaded at this time.

And almost forgot. The Plugin is in the same place. Here

Saturday, September 15, 2007

Good news everyone....

Think the Professor from Futurama when you read the title.

Yep. The beta 0.5 is out. However the documentation is even more sparse than I would like. Remember this really is a beta.

Basic HTML getting started

PDF of the same thing

Failed attempt at a Flash tut I used wink, unfortunately screen grabs when a menu is selected/pulled down does not work. So its not so good. But maybe it will help someone.

Image dump of the above flash. Warning, quite large.

And finally the link you are all waiting for:
The Plugin and it comes with the whole No warranty deal.

And finally I forgot one very important thing. Trying to ray trace transparent materials will be Really Really slow (Glacial speed). This will be fixed at a later time. Also in the mean time report bugs at the AoI source forge forums.

Wednesday, September 12, 2007

No posts does not mean zero progress

Well something like that anyway. I have been working away at the plugin. First of all we have added everything for the 0.5 beta release. I just need to fix the last few bugs that bug me. Secondly I'm moving the plugin over to the AoI 2.5 format. So when will it be ready? Well soon.

Last weekend I just got sick of computers and took my family to Venice for the weekend. It was nice and much cheaper than i thought it would be. This weekend could be the weekend. Lets hope.