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View Full Version : What version must i download in graphicall to have smoke???


CerberusC
09-07-2009, 03:48 PM
I'm having a mess in my brain, i'm trying some versions, and i cannot find any with the smoke working, what version must i download? and can you point me to a tutorial or something?

Cheers.

ctguitars
09-07-2009, 05:01 PM
Hi CerberusC,

You didnt mention what OS you are using.

Assuming it is WINDOZ 32 bit, then:

http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=877

All the latest builds have SMOKE as a modifier. You however need to the PHYSICS stack / icon ( 4 right of Modifiers icon ) to use settings for smoke.

Aidan

CerberusC
09-08-2009, 09:15 AM
Thanks for the answer ctguitars, i downloaded the latest svn and i cannot get the smoke working, no matter what i do, i cannot see the smoke...some tutorial?
I define the domain, and i press play, i even activate the option "continue physics" but nothing is happening, no smoke at all...help please.

Cheers.

fktt
09-08-2009, 12:45 PM
you need to create an emitter object that stands inside the domain and give it a particle system.
the particles generated will give the smoke a starting posittion.


eg. create a mesh plane, add a particle system to it & press play.
also, I would suggest playing around with the heat property on the domain(personal pref. +4k).

hope this helps. :)

ctguitars
09-08-2009, 01:18 PM
Hey CerberusC,

As fktt said, in a nutshell. I think your issue is more not knowing how to impliment rather than no sign of the smoke feature???

1. create a cube, apply Smoke Modifier, go to the Physics Tab, set the cube as a DOMAIN under the smoke settings there

2. create a plane INSIDE the cube, near the floor of the cube. Apply Smoke Modifier AND a Particle SYSTEM Modifier to the plane. Go to the Particles Tab, scroll down to the DISPLAY section ( down at end ), open it and set to NONE instead of rendered. Go to the Physics Tab, set the plane as FLOW. Under PARTICLE SYSTEM chose your particle system listed.

3. Play

In the Physics tab smoke settings for the cube doodle with Heat. the higher the amount is, the faster the smoke will rise. Mess around with the settings for the Particle System and the Smoke modifier for the plane also. By doing so you will learn some more ... just like me :D

Happy Smokin'
Aidan

CerberusC
09-08-2009, 01:51 PM
Great! It's a really cool smoke system, one more question, how can i render it? when i press F12 i get a with circle, like a halo, how can i render the smoke?

Cheers.

ctguitars
09-08-2009, 02:32 PM
I was afraid you would ask this :D

Select the cube and add a Material to it, change the Material from Surface to Volume, under shading change the Density to 0.000%. Now add a TEXTURE to it via the Texture tab, set the texture type to VOXEL DATA. Further down under the Voxel data section set the DOMAIN OBJECT as CUBE.

In the Particle System Section for the plane, scroll down to the RENDER section and try set this to NONE. So the actual particles dont render. Its the smoke needs rendering.

Now try render that ...

I might have left something out as I am in a rush out, others may correct. Try that as a start anyway

Aidan

CerberusC
09-08-2009, 02:49 PM
Thanks, i'll try it, blender smoke seems really cool, like the blender fluids system, i love blender for physics simulations! hehe

Cheers.

CerberusC
09-08-2009, 03:00 PM
MMmh...i get an empty render :S

CerberusC
09-08-2009, 05:37 PM
Solved, it left to enable the map to density in the texture.

Cheers and thanks!

CerberusC
09-08-2009, 05:38 PM
One more thing i forgot...where is the High Resolution checker located now?

Cheers.

ctguitars
09-08-2009, 06:24 PM
Not sure on the Hi-res thing.

I knew I would forget something. Yes, Under the INFLUENCE section for the TEXTURE on the cube ( not the material ), to ENABLE the DENSITY - default set to 1.000. Hoof that well up to say 100 and have a look!

Also - in the PHYSICS section under the Particle system attached to the plane - set physics to NO.

Aidan

CerberusC
09-08-2009, 07:40 PM
Ok, another question...what about shadows, i set a lamp with raytrace shadows, and i get the shadow of the box instead of the shadow of the smoke...is that ok?

Cheers and thanks for all the help, i'm newbie to blender, i know how to sim fluids...and some comp nodes...nothing more hehe

Yecire
09-09-2009, 12:38 AM
The hires stuff has been temporarily removed.

For your shadows, maybe you just need to set the volume material to Raytrace (not just the lamp), as it's set to Z Transparency by default.

ctguitars
09-09-2009, 09:23 PM
A new build for windoz out today (9/9/09):

http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=877

More new bits with Volume render tweaks/fixes/etc from Alfredo.

Aidan

CerberusC
09-09-2009, 09:41 PM
Great!
Going to check.

ctguitars
09-09-2009, 10:02 PM
While you are at it - feast your eyes on this video ...

http://jahkaparticles.blogspot.com/2009/09/when-everything-falls-into-place.html

W O W ..

Aidan

CerberusC
09-09-2009, 11:45 PM
Awesome, at least it seems that the hair physics in blender works a lot better than in max, in max you can see it in rel time, but physics are ugly!

Cheers :)

ctguitars
09-10-2009, 12:35 PM
That last build was hardly hot off the presses when another followed swiftly:

http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=877

Some interesting stuff in this one in general and to do with SMOKE and PARTICLES:

- Keyboard shortcuts: Moved to modern OS standards for opening, saving, copying, pasting, cutting (text), new document, undo and redo. For Mac users, Cmd is used in addition to the Ctrl-based shortcuts.

- Smoke: Enable cache for high res + new preview, Bugfix for smoke banding (in cooperation with N_T)

HEY CerberusC - THIS ANSWERS your Hi Res Question??

- jahka enabled a general particle panel but: bake button doesn't work, step is not supported for cloth, several other things there ;)

Aidan

ctguitars
09-10-2009, 06:43 PM
By the way lads, I was talking to Daniel ( the smoke devel ) asking him about the Domain Size and changing same.

YOU CANNOT CHANGE this at the moment to good effect. If you edit the cube and drag up the top poly to increase the domain height the smoke will still only rise to the original height, no more. Daniel confirmed this was a bug:

"aidanodr: Hey :-)
Sorry I didn't see your post but I've been told about your problem. It's not your fault, it's a bug I am trying to fix at the moment.
Thanks for mentioning,
daniel"

However it someway works I think if you SCALE (s) while in OBJECT Mode.

Another small bug I think is once in edit mode one cannot go back to object mode by selecting from the popup menu. If this happens use the TAB key - that works!

Aidan

CerberusC
09-10-2009, 07:03 PM
One question, did you manage to get shadows?

I tried all things, but i always get the shadow of the cube, i have a plane under the domain, and i get the shadow of the domain cube.

Cheers.

ctguitars
09-10-2009, 11:15 PM
Hi CerberusC,

All I can say is I have not tried that - as in shadows for a while. I reckon it could be still a bug maybe?

Remember - we are still in heavy devel land where Blender 2.5 is concerned. But I WILL tell you this, from what I see the devel is at a serious pace now. The SVN updates are coming thick and fast, so download and try them.

Any news - i will pop up here .. as it comes!

Aidan

ctguitars
09-10-2009, 11:18 PM
WOW,

As i typed the last message YET ANOTHER build turned up:

http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=877

Hair dynamics with cloth simulation:

- Hair dynamics have their own panel in particle settings with the settings from cloth panel that apply to hair.

- Basic internal friction force to quickly emulate self collisions and volume preservation. (Still very early code, but gives some idea of what's possible).

- Softbody simulation is no longer used for hair.
* Old files with sb dynamics should just load the hair without dynamics so new dynamics can be applied.
* Invasion of particles exceptions in sb code is finally over.

- Collisions with other objects are disabled for now and will be worked out in the future.

Other changes/fixes:

- Particle mode editing flag wasn't saved properly.
- Some old files with edited hair didn't load correctly.
- Disabled delete & specials menu in particle mode for non-hair editing.
- Fixed yet one more cloth & softbody pointcache update issue.
- Disconnect/connect hair now uses only the deformed mesh so it works correctly also for subsurfed emitters.
- Hair editing now updates correctly with a moving emitter.

Now this looks interesting ..

Just downloaded - It has the new hair dynamics sub panel added under the PARTICLE SYSTEM panel once applied to a mesh. Add a particle system to the mesh via the PARTICLES tab, select particle type as HAIR.

Aidan

ctguitars
09-10-2009, 11:34 PM
OK OK OK,

Once the above build is installed, try the "steps" in this video, the tools are now included ... WOOOOW:

http://jahkaparticles.blogspot.com/2009/09/when-everything-falls-into-place.html

Aidan

ctguitars
09-11-2009, 12:20 AM
I just tried .. Im speechless

Its just not right for a free OS app is it? :D

Heres a quick XVID video I did with the above build:

http://www.netactivesolutions.net/stuff/realtimehairdynamics.avi

Just added a cube, into edit mode, press W key, did subdiv smooth x 2. Added a particle sys to the mesh, changed the Emitter type to hair. Enabled the Hair Dynamics option, tweaked some settings. Under EMISSION section - set it to 100 instead of 1000. Under CACHE, set the number of frames. Also set the number of frames under the anim timeline to the same. mess with the Cache step option.

Select the mesh with the hair, with auto record switched on just drag about the mesh, swirl around within the number of frames.

Now playback, finally go to the SCENE tab and set the Render output to XVID or whatever. Scroll up and under RENDER section click ANIMATION ..

Aidan

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