PDA

View Full Version : HV Wispy Smoke test #4951


HowardM
08-11-2005, 05:25 PM
http://www.3dink.com/st2.mov

trying to get a really good wispy smoke...going for cigarette but got ghostly poltergiest effects...kinda cool for something....done with winds and particle interaction and a whole lotta motion blur :p

HowardM
08-11-2005, 06:08 PM
http://www.3dink.com/st1.mov
this is the original motion path of the pfx...just to get an idea of the motion before bluring the hell outta it :)

Xristot
08-11-2005, 08:25 PM
the blurred one looks very surreal. almost as if it was fading in and out of existence... or maybe I'm just thinking too hard. either way, great job.

I'm sure you can find a ton of uses for it...

HowardM
08-12-2005, 09:34 AM
cheers!

http://www.3dink.com/st3.mov (http://www.3dink.com/st3.mov) - getting there :)

Ed Bittner
08-12-2005, 01:32 PM
Did the Jack tut, added a rose and a cig & smoke.Needs more blur though.

E.

Mike RB
08-12-2005, 02:21 PM
interesting technique.

HowardM
08-15-2005, 10:39 AM
interesting technique.
heh, oh ya, thanks to MikeRB for suggesting Motion Blur :p

HowardM
08-17-2005, 12:31 AM
here is another test, kinda a windtunnel effect....
www.3dink.com/smokewind.mov (http://www.3dink.com/smokewind.mov):)

gerardo
08-17-2005, 01:35 AM
Howard, what motionblur percentage did you use for your first test? (great job!). Your last test makes me remember to a Discovery Channel anim. The previous one seems a mixture between smoke and liquid; very interesting results :thumbsup:



Gerardo

HowardM
08-17-2005, 02:06 AM
Thanks G!

Hehe, ya I rem that Discovery Channel logo spot now...does look similar. :)
I used something like 3000% MB that 1st one!

Jack009
08-17-2005, 03:51 AM
Thanks for sharing:)

mav3rick
08-17-2005, 08:57 AM
hey f/u/c/k HM this looks cool.. now put some car in the tunel and make some cool simulation.... and incrase number of particles+direction stretch to make it more solid.... love it man!put some da*m*n car in the tunnel and blow it with your smoke

gerardo
08-18-2005, 09:50 AM
Yeah, that is a nice idea!
btw, 3000% MB is... a lot of MB! :eek:



Gerardo

carnera
08-18-2005, 12:09 PM
http://www.chaosgroup.com/software/aura/

thats what we want to see in lw and from howard.. :))

simon-s
08-19-2005, 08:27 AM
Did the Jack tut, added a rose and a cig & smoke.Needs more blur though.

E.

This looks great! I've been trying to get this ciggy smoke effect for a while but havent succeeded...Do you have a link to the jack smoke tut?

Cheers!

Ed Bittner
08-19-2005, 12:35 PM
The Jack tut doesn't include smoke. I just thought it was a good setting for a cig&smoke. Here's the link for the tut though.
http://www.liquid-arts.de/techniques.htm

The cig smoke has 3 emitters and 3 winds. I modified it from a preset I got from Preset Central ages ago.
E.

simon-s
08-19-2005, 12:49 PM
Thanks Ed...I'll take a look. :thumbsup:

mav3rick
08-19-2005, 04:22 PM
cool lookin smoke sims that could be done with a snap are lot more easyer to do with polas fire&smoke
http://www.polas.net/smoke/index.php

if there is interest i could do some examples of this great plugin.

HowardM
08-19-2005, 05:12 PM
cool lookin smoke sims that could be done with a snap are lot more easyer to do with polas fire&smoke
http://www.polas.net/smoke/index.php

if there is interest i could do some examples of this great plugin.

yep great for the control of pfx, but did he make his own HVs that actually work for cigarette type swirls and wisps? did he make any new shaders to help with the problems HVs have?

cheers!

oh ya, another test here www.3dink.com/kindaok.mov (http://www.3dink.com/kindaok.mov)

Solace9
08-19-2005, 07:11 PM
On the topic of procedurals used by Pola's plugin, here's a quote from this site. The linke bellow is the demo file for the effect, "Thie is a procedural texture plugin to fix the HV opacity problem. Use it to smoothly fade particles in and out. It uses Appear/Dissolve settings from Fire and smoke generator. It can also be used on a color channel texture."


http://www.polas.net/smoke/other/opacity.avi

Solace9
08-19-2005, 07:12 PM
Maverick: I'd like to see some examples. :bounce:

-Micah

HowardM
08-19-2005, 07:22 PM
On the topic of procedurals used by Pola's plugin, here's a quote from this site. The linke bellow is the demo file for the effect, "Thie is a procedural texture plugin to fix the HV opacity problem. Use it to smoothly fade particles in and out. It uses Appear/Dissolve settings from Fire and smoke generator. It can also be used on a color channel texture."

http://www.polas.net/smoke/other/opacity.avi

yep, he rocks, but now we have Relative Particle Age in 8.3! :)
we still need alot better control over HVs and PFX though... :p

mav3rick
08-19-2005, 08:13 PM
ok i'll give f&s a shoot over weekend.

HM the way it works is it evaulate own particle turbulators together with particles so generally u dont need add turbulent winds like in pfx..
other than that u have control over them and in the final whole simulation can be saved out as pfx and edited if needed.... also it works with hv3 and it has some presets but u cant override hv3 render.......

Ed Bittner
08-20-2005, 01:21 PM
Yes, you can absolutely override the HV render. I've had "Fire&Smoke" from the minute it was released.All you need to do to override the HV render is hit the "use particle storm color' tab under the show particles tab. You may also have to close the HV window temporarily to have the presets switch over to F&S. Then run the sim again. After that the F&S preset will be there until you de-select the use particle storm color tab.

E.

mav3rick
08-20-2005, 01:40 PM
Ed u still cant ovverride hv3 render since fire and smoke is not HV3 replacement u need render volumetric either with hv3 either jetstream

Ed Bittner
08-20-2005, 02:28 PM
Let me make my point more clear. You are right, it's not a volumetric renderer. What I meant was, you can override the color-gradient settings within the HV window. Sorry for the mix-up on my part.

E.

HowardM
08-20-2005, 03:09 PM
What I want, what WE need is... :p

....the ability to have control over how particles spawn, for instance - distance to other particles or clusters of pfx....so when a smoke trail like this has a few particles straying away from the pack, they spawn children pfx, making trails, which would allow some nice wispy pfx....then we need HVs to understand this and gloop and swirl more like metaballs or smoke controlled by these factors...by many many other factors, besides the few we have now...

Ed Bittner
08-20-2005, 03:11 PM
Amen to that..............

E.

HowardM
08-21-2005, 07:49 PM
. http://www.3dink.com/smoketestend.mov (http://www.3dink.com/smoketestend.mov)

another test....the football is in a windtunnel and there will be more streams....
not so bad id say....for lightwave! :P
man, i really need to learn maya fluids....probably coulda been done in a day instead of 3 :)

essencedesign
08-21-2005, 09:26 PM
Funny you mention Maya fluids Howard...I've been dippin my toes in the Maya pool lately and the fluid dynamics are VERY strong for this type of stuff....but so damn convoluted being used to the interface of LW and it's ease of use...I've been scraching my head more in the past few weeks then in the years before with LW....


...Killer looking tests by the way...as usual....you don't even need fluid FX.... :buttrock:

CGTalk Moderation
08-21-2005, 09:26 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.