Animators needed certain features that would be reported to the developers and wind up in the program.ĪLthough it's fallen behind some of the major 3d players today like modo, maya, cinema 4d and 3d studio max - the price point lets lightwave still operate in it's own niche. THe result is that the program has been pretty streamlined for most projects. Its because it's been around for over 20 years and has been a production staple with feedback from pro's with pro needs. While doing similar functions in a program like maya a competitor might take 2 to 3 times as long, lightwave's workflow can be very very fast. So if you have not heard - LIghtwave 3d is a high end 3d program that you can create entire productions with. This level of detail is possible in lightwave thanks in part to the skill of the modeler and also thanks to the built in high quality renderer. So basicly setting up the main missile particles and hits and main generation in Lightwave, then the fluids generated from that in Embergen …Of course.Welcome to a production tested 3d program that is battle tested and a solid tool for vfx artists. I prefer to work with Lighwave particles though over blenders, flocking or other particle motions, so where these particles hit, new explosion particles should be generated, the actual trailing particles I would of course leave out, not needed for the final explosion effect, Lightwave flocking particles with some AI behaviour sort of is also of interest to test. Projects ahead would be to set up missile hits, or collision objects in Lightwave or blender, and spawn explosion areas, which then is generated similar to my first post, then make sure exports works in scaling and motion for vdb export, and for additional fast rendering, perfect camera match and render out from embergen as well. So Keep up the good work, if my computer stays more stable this time and don´t crash on me, I will provide samples and more ideas.Īs for the topic, for those not having lightwave or something more expensive, for blender you have to instance objects to the particles if you set up explosions etc, and make them real preferably. Love the program though despite there´s still some work to do, it´s addictive though, causing me not to sleep as I should. Later I would have to leave those for newer simulation types obviously.īut I do not see any transform pin option to plug in to the VDB export, so I would guess that isn´t available in 0.7.5.2 ?Īnd I think I tried override fps enabled with 60 set as timestep, that didn´t work, using the same FPS timestep as the scene was created with, got the best result, but I have to check once more tomorrow, it could be right as you say. I may have some update available there though, not sure…I just want to use this version as much as possible now with some presets I already made etc. Great though with Alembic cameras, but I am still on 0.7.5.2. Well…can´t afford upgrading right now for probably a year, depends on though, I might be able to do it sooner. Though blender can´t add any emitter only object as Lightwave can, you have to start with a mesh, and that one I need to figure out how to turn off, or reduce size or use a simple point to serve as emitter, if you would start with a box as an emitter, that would show up in embergen without any option to turn it off and at the same time no turning the other objects off.īoth Lightwave and Blender works with this approach and using alembic export…įbx export I need to check up more on before saying anything. In Blender you can do in similar the same, but it´s actually easier to clone objects to particles by just selecting the render typ object for the particle system and choose whatever object you want. This sample below is just a brief showcase of particle linking spheres (could be any polytype) to the particles in lightwave with nodal motion and node linking and then cloning them, for more information on that You have to ask. So a simple way of approaching that could be to import mesh object parts that are linked to the particle system that created the simulation, and just import that as FBX and run the simulation, initial test seem to work fine, but I have to test more with scaling and export back again to match other elements in for instance Lightwave or blender. Upon testing Embergen, I find that it can not cover it all, and physics and dynamics within other software may have to use it´s own particle engine for collisions, or spawning according to each scene case.Ĭurrently there is however no particle import in Embergen from other software as I know of, Just giving some tip on expanding on particle simulations, or more accurate importing particle linked objects from other software, so you can orchestrate the explosions,particle emissions, directions and behavior from your other main software if you have that is
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