View Full Version : Pyrocluster pretty much sucks...
rgdigital 10-01-2007, 10:48 PM I like C4d overall, but Pyrocluster seems so outdated. Tinkering and tinkering with it just makes it worse.
I see some of the plug-ins for Max and am blown away. Why won't anybody release some plug-ins for Cinema? Especially for fire/smoke effects?
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Per-Anders
10-01-2007, 10:55 PM
Well, there's the inbuilt Sky (clouds), Storm Tracer (fire smoke, clouds fast effects using sprites), DPIT (fire, smoke, clouds, fluids), Ozone... there's already quite a few plugins and ways to do this stuff.
benytone
10-01-2007, 11:02 PM
I like C4d overall, but Pyrocluster seems so outdated. Tinkering and tinkering with it just makes it worse.
I see some of the plug-ins for Max and am blown away. Why won't anybody release some plug-ins for Cinema? Especially for fire/smoke effects?
....:curious:
2 amazing plugins, Samir Kharchi's DPIT and Storm Tracer from Per-Anders
.
rgdigital
10-01-2007, 11:06 PM
Thanks, I'll check them out...
GruvDOne
10-01-2007, 11:43 PM
Is Storm Tracer even still being supported? Per's Website has seen no updates, and still refers to it as being for R8.5 and 9.
Per-Anders
10-01-2007, 11:46 PM
Yes .
ecore
10-02-2007, 01:46 AM
I believe one day storm tracer will be a part of cinema, maybe R11.
stevester1
10-02-2007, 01:48 AM
We need Afterburn!
(just had to yell that out :))
rgwarren
10-02-2007, 12:53 PM
I believe one day storm tracer will be a part of cinema, maybe R11.
I'm planning on it.
rgdigital
10-02-2007, 06:45 PM
This would be a great one:
http://www.turbosquid.com/FullPreview/Index.cfm/ID/339815
dnashj33
10-03-2007, 10:41 AM
PyroCluster is supposed to be in direct competition with Afterburn. It's also supposed to be faster, but I don't know to what degree.
Afterburn, or even FumeFx can be just as frustrating if you don't already know some of the do's and don'ts...what settings make a difference.
I've had to watch DVD's on Afterburn to get good results AND spend hours tweaking and tweaking, just to get the right look. So the grass isn't always greener on the other side.
For what it's worth, the guys at Cebas said several months ago that the next Pyrocluster update is in beta, and should be the next plugin to be released (currently doesn't even work with Max 9...and here Max 2008 is due in a couple of weeks)... Let's hope they have some major changes in store.
moka.studio
10-03-2007, 12:31 PM
PyroCluster is supposed to be in direct competition with Afterburn. It's also supposed to be faster, but I don't know to what degree.
Afterburn, or even FumeFx can be just as frustrating if you don't already know some of the do's and don'ts...what settings make a difference.
I've had to watch DVD's on Afterburn to get good results AND spend hours tweaking and tweaking, just to get the right look. So the grass isn't always greener on the other side.
For what it's worth, the guys at Cebas said several months ago that the next Pyrocluster update is in beta, and should be the next plugin to be released (currently doesn't even work with Max 9...and here Max 2008 is due in a couple of weeks)... Let's hope they have some major changes in store.
problem is that Pyrocluster for MAx is not the same as for C4d.
Cebas actively develops the Max version,
which is not the case for the C4d one (I think for it Maxon does further dev).
So a lot of the new options are not available on C4d.
rgdigital
10-03-2007, 04:27 PM
I would love to see an updated Pyrocluster for C4d. I just have never seen any really good stuff done with it (and please correct me if I'm wrong and there are people doing incredible things with it). None of that luscious wispy smoke or thick, detailed, life-like smoke -it always looks so CG -not even close to real life.
JoelOtron
10-03-2007, 05:15 PM
I would love to see an updated Pyrocluster for C4d. I just have never seen any really good stuff done with it (and please correct me if I'm wrong and there are people doing incredible things with it). None of that luscious wispy smoke or thick, detailed, life-like smoke -it always looks so CG -not even close to real life.
Well--pyrocluster is a volumetric shader--not really a fire /liquid sim. The motion you get from it depends on the particle system you set up for it. If you have a really good dynamic TP setup in which the particles move as a real flame would, then its a matter of applying and adjusting your PC shader to that particle system.
If you ae looking for real dynamic flames like mayas fluid system in c4d then I guess DPIT is the only option, short of really coming up with a good TP setup. I suppose realflow could get you there as well with some work.
JensDa
10-03-2007, 05:47 PM
For smoke there is a really brilliant TP setup from Richard Moll.
I posted a scene and a short explosion a while ago. Here is the thread:
http://forums.cgsociety.org/showthread.php?f=94&t=448116
Maybe you will find it usefull.
Cheers
Jens
JoelOtron
10-03-2007, 05:59 PM
OK--definitely not going for a visual effects award here--but heres a few tests I posted a while back.
www.betatronstudios.com/joel/fireshort.mov
www.betatronstudios.com/joel/fireagain.mov
www.betatronstudios.com/joel/PCtest3.mov
and super cheesy--(drumroll...)
www.betatronstudios.com/joel/PCtestsound_sor.mov
I am still experimanting with DPIT--make sure you check out some of these examples
http://www.dpit2.de/forum/viewforum.php?f=4&sid=9245b8ca5b724a6883998225d531d10f
Steinberg
10-07-2007, 04:22 PM
For smoke there is a really brilliant TP setup from Richard Moll.
I posted a scene and a short explosion a while ago. Here is the thread:
http://forums.cgsociety.org/showthread.php?f=94&t=448116
Maybe you will find it usefull.
Cheers
Jens
This is my first post here on cgtalk, so first of all, hello everybody ... :-)
Jens, thank you for the work on the "space explosion" (and of course for the mention of my name in all of your posts). I'm really happy to see that my particle setup is useful for other people!!
Some comments on pyrocluster (pc) and thinking particles (tp):
I'm also working myself on a realisitc explosion in c4d (for months, or even years I think) and I'm trying to get a realistic looking particle movement and rotation, with an easy to use interface in terms of xpresso user data. That is indeed not a simple task, but I'm quite happy with the results so far. But the main problem is the interaction of tp with pc. I can't control the shading of pc for each tp-particle independently. What I want ist to say something like: this particle here should be a little bit more brighter than this particle here (because of his position for example). I can set parameters for the brightness of each particle in tp, but I can't give those parameters to the pc-material and control every particle independently. The reason is, that the pc-material is for the whole particle-group, and not just for individual particles. So, the main problem for me is the shading of the particles. And to create a particle-group and a pc-material for each particle, is not a clever idea, with 100.000 or more particles...
Are there any useful workarounds for this ??? Any suggestions are welcome...
I'm really waiting for an update of pc (much faster rendering, more control options of the particle shape and colour).
Cheers
Richard
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