View Full Version : Any news on Dynamite?

06 June 2006, 02:31 PM
Anything new to report on Dynamite - isn't it going to be released early July? The demo images look awesome. Just want to see some more and then ask all the usual compatibility questions (does it work with DOF, Mblur, seen by reflections, refractions, does it shadow etc etc etc)

Give us some eye candy!

06 June 2006, 07:14 PM

Only a few days away from release supposedly and no news???

07 July 2006, 10:51 PM
:anxiously awaits:

07 July 2006, 09:40 AM
Yep, I'm looking forward to seeing exactly what it can/can't do. Should be out any day now!

Triple G
07 July 2006, 01:40 AM
*rubs greedy little hands together in anticipation* :cool:

07 July 2006, 11:31 AM
It's Thursday.....So.....any news?

07 July 2006, 01:18 PM
I've emailed to see if I can pre-order. The answer was 'no'.
Still none the wiser about the release. Soon, I do hope.

07 July 2006, 12:44 PM
July 14th! :D

07 July 2006, 06:17 PM
Already got production approval for the $$$...can't wait either :D

07 July 2006, 06:18 PM
Lets burn some Sh*T with fluids :twisted:

Triple G
07 July 2006, 07:43 PM
Man...I haven't been this excited about anything Lightwave in a while... :bounce:

07 July 2006, 11:28 AM
Lets burn some Sh*T with fluids :twisted:

By which of course, you mean gasses :D

07 July 2006, 12:43 AM
14th now...

07 July 2006, 01:12 AM
I wish/hope they can offer some special deal on the release... $195 euro ($400NZD!!) just too expensive for me...:banghead:

07 July 2006, 01:24 AM
There is the lite version, but it is not quite the same..
The lite edition is similar to Hypervoxels and renders only particle based volumetric effects. The pro edition includes instancing and configurable render options.

Triple G
07 July 2006, 03:32 AM
Has anyone heard how far back, version-wise, this plugin is compatible? I'm running 7.5 and the demo of 1.05 (the old version) runs fine.

I emailed the author but haven't received a reply yet. I'd like to get confirmation before I go shelling out my cash. :love:

07 July 2006, 07:17 AM
please post examples ! :)
very curious about this one.


07 July 2006, 11:50 AM
well it's the 14th....I really need some decent, swirly dust clouds for an aircraft in a desert scene & still nothing on the website.......aaaeeergh!:cry:

Triple G
07 July 2006, 03:45 PM
Just heard from the author regarding compatibility with 7.5:

Fluid simulations cannot be previewed in LW7.5 opengl viewports, because Lightwave SDK does not allow this. I will try to find a solution for the future versions.

So I guess that means that you can render the sims, but you just can't see them in OpenGL. I guess the question is do I upgrade Lightwave or do I wait for a fix in a future version of Dynamite? Decisions, decisions.... :shrug:

07 July 2006, 03:47 PM
I hope to god theres a working demo version, TODAY! :D

07 July 2006, 05:50 PM
Just heard from the author regarding compatibility with 7.5:

So I guess that means that you can render the sims, but you just can't see them in OpenGL. I guess the question is do I upgrade Lightwave or do I wait for a fix in a future version of Dynamite? Decisions, decisions.... :shrug:

Unfortunately the "lightwave SDK limitations" thing seems to crop up with most new plugins, even 8.5 has many SDK limits but things have changed a lot with v.9 apparently. So, personally, I'd go with a Lightwave upgrade because there's going to be a point where developers are going to wonder why they should make their products backwards compatible & possibly not as featured as they could be.

HowardM: :sad: .....still no demo,:cry:

07 July 2006, 08:11 PM
Now the website says July 15 :(

Triple G
07 July 2006, 08:48 PM
Some further info from the author regarding backwards compatibility:

Yes, you can calculate fluid simulations and you can see them with Viper or F9, but the plugin is not tested with LW7.5, some crash problems may occur.

So...guess I'll just wait and see how the demo performs once it's released. Maybe I won't have to upgrade LW after all.

07 July 2006, 09:31 AM
Not yet, :)
Aagh, the pain... :)

07 July 2006, 09:39 AM
ok, so who wants to bet that tonight it will say July 16th, tomorrow it will say July 17th...etc

Triple G
07 July 2006, 04:12 PM
Well, it IS a plugin for a Newtek product, so I guess it's only fitting that it be released late. :twisted: *Ducks and runs for cover*

I'll give him the benefit of the doubt. If it takes a couple extra days to get things working right, so be it. Besides, it's pretty much a done deal that one way or another, he's already got my money in hand. :)

07 July 2006, 06:25 PM
but how the heck do you use it?! ;)

07 July 2006, 06:44 PM
Demo is out guys! :)
Plus two new Fire Examples.

Triple G
07 July 2006, 08:23 PM
Hmm...I'm a little confused here. For one, I can't seem to do anything with the fluids portion. I know they're not supposed to show in OpenGL with 7.5, but I thought I should be able to see them in Viper and F9. Seems like no matter what I do, nothing shows up.

Also, the particle portion seems to be working, but I'm a little confused as to why the BirthFX and DeathFX tabs from 1.05 have been removed from the latest version? Does anyone know if these controls are accessible somewhere else?

Triple G
07 July 2006, 09:01 PM
Ok, something else weird that I noticed:

On the left is v1.1, on the right is v1.05. Both scenes are otherwise identical. And both Viper previews look identical before Stretch Direction is changed from anything other than "none".

I know there's supposed to be colored noise in 1.1 as part of the limitation of the demo, but this seems like something else is going on that shouldn't be...

(on a side note, why does clicking on the "Manage Attachments" button not do anything?) :hmm:

07 July 2006, 09:05 PM
To Triple G. If you're playing with the Demo/Lite version then you should realise it is somewhat limited. This is taken from the FAQs on the site:

- What is the difference between lite and pro editions ?
The lite edition is similar to Hypervoxels and renders only particle based volumetric effects. The pro edition includes instancing particle emitters, configuration options, fluid simulator and support for external voxel datasets.

Triple G
07 July 2006, 09:19 PM
Just to clear up any confusion:

Dynamite Pro 1.1b Lite is the free version which only includes particle effects (i.e. no fluids).
Dynamite Pro 1.1b Demo contains all the features of the paid version, only it renders with colored noise and saving scenes is disabled. This is what I installed and have been testing.

07 July 2006, 10:54 PM
oh wow, fluids work and theyre decent speed, well initially just turning em on and fooling with them...lets see what we can come up with! :D

07 July 2006, 11:11 PM
well having fun playing so far so good - though i noticed that it crashes layout everytime if i abort a render =/

07 July 2006, 11:20 PM
heres a quickie, c alculates in about a minute and renders in viper quite fast :D
yay! :bounce:

07 July 2006, 11:27 PM
first of I am very excited that LW has a fluid Grid simulations ala Maya!! yay! but I can't get it to work... when I switch to fluid tab and calculate nothing appear... I use an object as an emmiter it is still not working.... am I doing something wrong?

hey HowardM that sample test you did looks pretty sweet!


07 July 2006, 11:29 PM
need to objects one for your fluid box - the other as your emitter inside the box

go to mitter objects of something like that its int eh first tab of the fluids panel and add the emmiter object there

07 July 2006, 11:39 PM
yay! it works!

07 July 2006, 11:41 PM
I forgot to say thank you to KILLME :)


07 July 2006, 12:35 AM
fast as hell baby!
and i think it looks good when you fly through, altho does slow down like youd expect, but its tough to see with the noise the demo makes...

this baby rocks!
thanks Cantarcan!

07 July 2006, 01:20 AM
howard how you finding it for larger scale effects? i couldn't amke it do quite what i wanted as the temperature fall doesn't seem to be controlable

if you had more luck with this a pointer or two would be cool

07 July 2006, 01:53 AM
howard excited = me excited.

07 July 2006, 02:13 AM
howard excited = me excited.

damn mono, if only your real name was Stephanie and you were a cute female 3D animator ;)

07 July 2006, 04:30 AM
This thing is absolutely incredible and IMHO much faster and intuitive than maya's own. Has anyone checked out the alphas? they seem really blocky, can anyone check? apparently althought the render might be smooth looking, the alpha is very dependant on the grid res.

07 July 2006, 05:21 AM
Just curious... I am wondering worth to buy Dynamite or not(I really like it, but $$...), because I got Fire&SmokeGenerator plugin already? Can anyone compare Dynamite to Fire&SmokeGenerator, please.:)

Thanks all:scream:

07 July 2006, 07:01 AM
Anyone planning on doing a tutorial on how to use this thing. PLEASE! :)

It looks great, but the docs could really use some improvement.


07 July 2006, 08:00 AM
how is the editor speed for slightly larger grids? Letīs say 20x40x20? Does it run in realtime? The examples look very good. :)

07 July 2006, 08:14 AM
I would have prefered a conventional text watermark as the cloud of dots is really distracting. Makes it hard to see the viper previews.

07 July 2006, 08:52 AM
Here is an example I did ....

07 July 2006, 09:41 AM
OK, this looks very exciting... I'd like to hear how well it integrates with Lightwave and some popular plugins....So I have 10 questions! If you know the answers or the developer can answer them great!

1. Do the effects work with LW Depth of Field?
2. Do the effects work with X-Dof2?
3. Do the effects work with HD_Instance?
4. Do the effects render correctly across a network (Screamernet)?
5. Are the effects seen by relections and refractions
6. Do the effects optionally cast shadows onto geometry/volumetrics (Like HD_Instance)?
7. Do the effects optionally recieve shadows from geometry/volumetrics (Like HD_Instance)?
8. Can you see the effects through transparent surfaces?
9. Do the effects work with motion blur?
10. Do the effects work with Sasquatch?

Thanks. THis is looking REALLY good!

07 July 2006, 10:18 AM
Effect works with motion blur.
Effect can receive shadows cast by LW solid objects. (use spotlights with shadow maps, it renders at the same speed as without shadows, don't use raytraced shadows because it is dead slow and I couldn't wait for a singe frame to render to even verify result)

07 July 2006, 10:21 AM
Another example. This time flames are generated by object moving through voxel grid.

07 July 2006, 10:27 AM
It appears that the effect IS seen in reflections.

07 July 2006, 10:31 AM
Effect can receive LW shadows. Shadow is cast by spot light using shadow maps.

07 July 2006, 10:53 AM
It also casts shadows on objects :D

07 July 2006, 11:09 AM
Can you explain how you achieved that ?

07 July 2006, 11:19 AM
uhhh? turned on raytrace shadows, put a plane as a floor and rendered? ;)
play with opacity, shadows, ....dunno really, all the settings are new and as with most simulation software, I just tweak and render tweak and render not really knowing just yet what they each do.... soon enough though! ;)

07 July 2006, 03:41 PM
Cool guys! OK, so what about numbers 1-4 - they're the crunchers!

07 July 2006, 03:43 PM
what kind of computer you packing - i found it increibully slow with raytraced shadows turned on

07 July 2006, 04:38 PM
Yeah, me too, it is slow with ray traced shadows on.

Triple G
07 July 2006, 05:27 PM
Ok, I really don't know what I did differently between yesterday and today, but it seems that fluids WILL work with 7.5, AND they even show up in OpenGL! Woo-hah! :thumbsup:

Only bummer seems to be that the flame shader won't work with 7.5....turning it on makes everything disappear. Oh well...even without that, I'm sure I could find a whole lotta things this'll be useful for... :love:

BTW....Am I the only one who can't attach a file to a post? Clicking on Manage Attachments does absolutely nothing in either Firefox or IE...

07 July 2006, 08:36 PM
You might have set up your flame shader in a wrong way. Try selecting density instead of temperature under fire tab. If you want to use temperature as an input you have to set some value under simulation objects->temperature so that object would generate temperature.

Triple G
07 July 2006, 08:44 PM
Try selecting density instead of temperature under fire tab.

Boy do I feel like a dolt. That worked great...thanks!

07 July 2006, 07:53 AM
I'm still unable to get anything to render but I'm probably being an idiot...I was just checking my mails from over the weekend & had to give dynamite a quick go before I left for work.

Generally things sound very positive so I'll have a good play with it tonight.

Just a quick question, I noticed some save & load these work with the demo?

07 July 2006, 10:22 AM
Nope, save is disabled, it didn't say anything about a load limit though, so load should work.

07 July 2006, 03:04 PM
Any chance that someone can go through the basics of setting up a fluid sim (HowardM)?...something like make an emitter, click this, check this, set this to this, etc. just so that anyone like me that's stuck can have a base to work from.

I had a 30mins play with it at lunch & couldn't even get a viper preview of the standard particles. I very rarely need any particle effects but could really use some fluid-like effects (especially swirly dust) at the moment....unfortunately I have no idea what I'm supposed to be doing with dynamite to get it working. I'm fairly comfortable with the old version but this one has me stumped for some reason....I'm quite interested in buying it but not until I've had a decent play with it.

Triple G
07 July 2006, 03:21 PM
2-minute fire tutorial:

1) New Scene
2) Add a Null, name it fluid_container (or whatever you want)
3) Add some simple geometry such as a sphere
4) Shift-F6 for your Volumetrics panel, add Dynamite
5) Double-click, and in the panel that pops up, Add your "fluid_container" null.
6) Change the pull-down at the top from Particle to Fluid.
7) Now click Simulation Objects.
8) In the new box that pops up, add your sphere.
9) Still in the new panel, change the Density to 100%.
10) Back in the main panel, click on the Sim tab and set the gravity to something like -75 or 80, so the fluid will rise upward.
11) Click on the Fire tab, and enable the Fire shader. Set the input channel to Density.
12) Click on the Grid tab, click Calculate.
13) Open Viper, and behold! :buttrock:

(Thanks to borisgoreta2000 and KillMe for their input, without which I'd probably still be scratching my

07 July 2006, 03:22 PM
Make a null, open Dynamite and turn the Null into a Fluid, this is your container.
Now load a simple object like a ball, click on Simulation Objects, and select the ball.
Tweak the density, temp, everything a little...
Hit play.


tweak the heck outta the shader with Viper open... have fun!

doh 3G, too slow!

oh and you can turn on Convection to get the rising, and use gravity to make some of the smoke 'settle' down....

07 July 2006, 03:26 PM
* Howard beat me to it :) *
** AND TripleG **

Try this.
Add a null, add a sphere (1m diamter or so). Add Dynamite, Select the Null from the "Add" drop down list.
Change it from Particle to Fluid. Click on Simulation Objects and add the sphere there. Give it some density. animate the sphere a bit, then click on Calculate. You should see semething happening. Now just mess about with the settings, it's pretty much what the rest of us are doing :)

Hope it helps.

Triple G
07 July 2006, 03:29 PM's all good Howard...I figured you're too busy playing, so I decided to volunteer. :D

Yep, convection's cool...I LOVE this plugin! :bounce:

07 July 2006, 03:42 PM
playing? i wish! too busy at work with maya! :(
using syflex though so thats cool!

07 July 2006, 04:15 PM
Been camping all weekend ,... but just got back to work now I get to play with this a bit...can't wait seems to be quite intuitive.... :D

07 July 2006, 06:14 PM
Just a note - Can has posted a few sample fluid scenes to the download page (

07 July 2006, 06:56 PM
Only had a really quick look so far but wow! Just one main concern - it requires calculation (understandibly) but what ramifications does this have for network rendering - is there a way to save this calculation so all the network nodes are using the same simulation?

Wish the demo was watermarked as opposed to speckled!

Triple G
07 July 2006, 08:30 PM
DMack, I emailed the author with that very same question. As soon as I hear anything back, I'll post it here.

07 July 2006, 08:34 PM
Only had a really quick look so far but wow! Just one main concern - it requires calculation (understandibly) but what ramifications does this have for network rendering - is there a way to save this calculation so all the network nodes are using the same simulation?

Wish the demo was watermarked as opposed to speckled!

My guess would be to calculate and then use the Utils tab to save and then load.

07 July 2006, 09:05 PM
thanks everyone for posting a quick setup tutorial...I get it now:bounce: ...well, at least I think that I do:D

07 July 2006, 01:07 AM
wow. just played with it. it's so cool! can't wait until I need it for something so I can buy it.

07 July 2006, 02:30 PM
Alright I don't know what you people are smoking but I don't see any scene files and all they have to download on the sight is the Lite version 1.05b. Where is it?

07 July 2006, 03:04 PM
hi, it is here,

07 July 2006, 03:04 PM
Alright I don't know what you people are smoking but I don't see any scene files and all they have to download on the sight is the Lite version 1.05b. Where is it?This is a direct link to the main Dynamite 1.1 download page:

The first option is to download the Dynamite Pro 1.12b Demo, the second option is to download the Fluid Simulation Scene Files and the third option is for Dynamite Pro 1.12b Lite. Hope you can get everything now :thumbsup:

07 July 2006, 03:07 PM
The first option is to download the Dynamite Pro 1.12b Demo, the second option is to download the Fluid Simulation Scene Files and the thrid option is for Dynamite Pro 1.12b Lite. Hope you can get everything now :thumbsup:

Where, I don't see it? Is there a invisible magic button? All I see is one download, the lite version on the link. I don't see the versions you are talking about.

07 July 2006, 03:15 PM, maybe the files on your PC is cached/buffered, go to another page, e.g., now in IE, go to Tools/internet options, click delete files, delete all offline content, now try the link again.

Note though that it'll delete all the cookies etc on your HDD so you'll have to retype passwords etc over again. (this is the only solution I can think of ATM)

07 July 2006, 03:23 PM
I used firefox and it came up.. Weird..


07 July 2006, 03:24 PM
You don't need to be quite that drastic. Just click on 'Refresh' in IE or 'Reload' in Netscape. This will force the browser to get the latest version of the webpage direct from the site regardless of what is stored in cache :)

Triple G
07 July 2006, 09:06 PM
So...has anyone actually purchased this yet and tested it over a network? That's really the one question that's keeping my boss from plopping the money down...

07 July 2006, 01:57 AM
I've been playing with this a bit, mainly the particle simulation stuff and while its pretty stable gees is slow compared to HV's in LW9!

12000 particles HV's - 2 mins 44 sec. Same thing in Dynamite, with similar settings to achieve a same look was 18 mins.

Yes you can get a pretty good looking effect very quickly, but I don't suggest it as a HV replacement just yet.

However the fluid tools more than justifes the cost...

Ed Bittner
07 July 2006, 05:06 AM
Here's the juice.................
You can always save a preset from the viper, then WHEN you decide to purchase the plug-in, the settings will be saved for fire 1, fire2, etc........

07 July 2006, 04:23 PM
I must say this is a mighty impressive little addition to Lightwave. I've only had an hour or so to play with it but most of the major attributes for a decent fluid sim are there. I was suprised to even find a little Opacity input graph tucked away :) It can't compare it to Maya simply because the cost difference is so huge. Having Unlimited at my workstation I will stay with that,...the ultimate refinablility is just there..but If I didn't have it, or $7K to get it , I think this plug would be more than suitable for a good percentage of the everyday fluid effects work that one would encounter.........well done cantarcan, this is going to be a handy little tool in the tool box.

07 July 2006, 04:28 PM
My guess would be to calculate and then use the Utils tab to save and then load.

It also looks to be that you can only cache out the velocity, but all the other attriblutes seem to be based on this though.

07 July 2006, 02:24 AM
come on... don't be shy... where are the tests/samples?

is this plug-in a bad boy or a pretty boy? ;)

07 July 2006, 07:46 AM
Here's mine!

First one is Dynamite, second regular HV's. Totally different looks, but the render times are pretty interesting. 7 Mins for Dynamite and 3 Mins for HV's. Thats using the same particle cloud. If anything the HV on has more volume to it, so upping the density of the dynmite cloud would probably increase render times.

If anyone has any tips of speeding this thing up, it would be nice to hear them!

07 July 2006, 01:17 PM
Well, the thing is LW9's Hypervoxels have had some really significant renderspeed update, I'm assuming you are running LW9 ?

07 July 2006, 02:12 PM
Yep.. running 9. But I made an interesting discovery, you need far less particles with dynamite to achieve an effect, than you do with HV's. The shaders. with the right tweaks, seem to bulk out the particle count quite alot. This helps compensate for the rendering speed.

Still experementing here, but I think I'm going to buy the full version soon!

07 July 2006, 02:38 PM
Yup, experimenting here too. just got it.. :)

I've been trying to get rid of some blockyness problems for big renderes though, still trying.
Wondering, have you encountered the same?

this is with best quality setting.

07 July 2006, 02:57 PM
I've mainly been hitting on the HV's, but that blocking is to do with the grid sampling resolution.

07 July 2006, 03:18 PM
Cool, thanks :)
Also experimenting on combining it with Flownoise ( procedural, could turn out to be interesting. We'll see...
(Btw, Flownoise looks cool for simple fog background effects, wish I had more time.. 2 FN tests (

Thanks again.

07 July 2006, 03:30 PM
Flownoise is good for HV's too! It render fast aswell. I used it on my HV test posted above ;)

08 August 2006, 09:20 PM
I bought Dynamite Pro for a project I'm working on and thought I'd leave a little feedback. Once I've started getting a handle on the controls, it's a very usable plugin and produces some amazing results. I'm using the fluid sim mode only thus far, and it's pretty intuitive if you've spent any ammount of time in any 3d package. I haven't read the manual much (it isn't very helpful), but the plugin isn't very hard to figure out. It's a solid buy for $250, and should pay for itself quickly. It's not Russian Roulette like LW particles and dynamics. It also isn't crashy.

If the things I'm creating with it see the light of day and the NDA gets lifted, I'll post them here.

Big thanks to the developer!

08 August 2006, 09:41 PM
I did the same and I've mainly been experimenting with the particle section. I've been really impressed with the ease you can get smoke and fire effects out of it and they look great too. :)

Triple G
08 August 2006, 10:02 PM
Have any of you guys had success getting it to render over a network?

We bought it here at work, but it kept causing screamernet to hang. I think the author has updated it with some bug fixes since it's original release, but I haven't had a chance to really test it out fully yet.

08 August 2006, 10:18 PM
Sorry, can't help you there - rendering on a single workstation just now.

08 August 2006, 04:52 PM
while working with dynamite on a recent freenlance project I gathered an interesting test sheet of different looks and styles /w the fluid sim and fire shader. thought I'd post here just to help show some of the looks it can acheieve.

08 August 2006, 05:04 PM
sweeeet cheers! :D

08 August 2006, 05:22 PM
I tried the demo. It's a shame that it doesn't work with Dof. I seem to remember that it didn't work with HD_Instance aswell - though I could be wrong on that one. Anyone done some tests with these. Any news from the developer regards how it's progressing?

Certainly, the results seem very impressive!

08 August 2006, 06:16 PM
Using the particles, I also couldn't get a proper depth map out of it either, which made compositing a bit of an issue, although that could have been a clash with the Vue Xstream plugin, which also uses the volumetrics engine.

One thing I did find though, was it didn't always render with the perspective camera. It produced an alpha channel, but no colour pass which was wierd, but then sometimes it would produce a proper render...strange. Again could be clashing with other plugs in use.

All in all though, a very useful plugin and a complete bargain for a fluid simulator. I'm just waiting for the liquid fluid sim to arrive... :)

08 August 2006, 07:08 PM
The issue I've always had with plugins, and indeed some LW features, is incomplete integration with the rest of the programme. When I first hears about HD Instance, I was very excited at the possibilities it offered but was concerned about integration. I emailed the company and asked a tonne of questions regarding integration. On this occassion, I was amazed that it seemed to work with everything. Unfortunately, it is the exception rather than the rule. Dynamite seems to produce VERY convincing fluid simulations and the shaders look VERY strong. I'm just left thinking though that I'll have a head ache each time I actually try and use it in a project. If you go to Happy Digitals HD Instance FAQ, the list of Q's and A's is pretty much what I emailed. That (and more) is a good starting point for developers to ensure FULL integration with LW.

I'll keep my eye on this and may get it but it would be oh so cooler if it integrated fully!

Triple G
08 August 2006, 04:16 AM
Well, some coworkers and I have spent a good portion of the last week using the fluid sims in production with LW 8.3, and from my conclusions, I have to honestly say that I don't think the plugin is quite ready yet. I can't comment at all on the particle/voxel side of things, as we have so far exclusively been evaluating how the fluid sims may fit our needs. My concerns have nothing to do with the look of the output it's capable of producing, which is nothing short of gorgeous...but due to the fact that it seems to be extremely unstable and unpredictable. Some features just plain don't work, such as the buttons for copying and pasting settings...they made LW crash every time just by clicking on them. Deleting items from your scene after you've already calculated a cache file causes Dynamite to lose its settings, and re-calculating does not bring them back. In such a case it seemed that the only way to do it was to actually remove Dynamite entirely and re-apply it....not very efficient. :hmm: We also had numerous issues where scenes that were saved with Dynamite applied would cause LW to crash upon reloading....which of course means that they wouldn't render on the farm. Not good. It seemed that it would work ok for simpler scenes, but with complex scenes with lots of geo, textures, etc., it was far less reliable. What we wound up doing was rendering a sequence of what we needed and mapping it to a card with a transparency map. It worked well enough since we just needed some simple flames that were in the background of a shot...but we're going to need some serious pyro work for a lot of sequences that we have coming down the pipe, and that worries me. I really hope that Mr. Tarcan can work out most of these bugs before too long, because right now I'm just not convinced that Dynamite's up to the task.

Don't get me wrong...I think it's got the potential to be an extremely useful plugin capable of producing some absolutely amazing effects, but right now it's still rather rough around the edges. :wip:

08 August 2006, 08:57 AM
I'm wondering which version you have been evaluating, because many of the things you mention I have not seen. The version I have is 1.13b and so far I have not had any crashes. Can Tarcan has also been very receptive to bugs, so if you think you have found some, please drop him an email,

08 August 2006, 09:12 AM
i agree this kind of problmes should really be shared with developer taht will probable do all to help customers... so if u shear more time with Can i think you would be satisfy by using it....

08 August 2006, 12:52 PM
just wondering why you're not using LW 8.5 Triple G, maybe some of the problems are related to the slightly less stable 8.3 as well as Dynamite?

Just curious.

Triple G
08 August 2006, 06:50 PM
i agree this kind of problmes should really be shared with developer taht will probable do all to help customers... so if u shear more time with Can i think you would be satisfy by using it....

Believe me, I have told Can all about our problems. The version of Dynamite we've been using is v1.13b. The choice to use LW 8.3 is not's what is in the pipeline, and the powers that be chose to go with it instead of 8.5 because of some bug that cropped up which was not present in 8.3. I don't know specifically. :shrug:

I do know that the following causes LW to crash every time:

Load up a fresh scene, add a null. Add Dynamite. Add the null as a container object for a fluid sim. Go to the utils tab, click Copy. Bam. Instant crash.

If you guys are all saying that this doesn't happen with v 8.5, then maybe I should see if I can convince the higher-ups that we need to upgrade.

08 August 2006, 07:21 PM
i sougesst u to do so... i mean... hey 9 is already out but 8.5 cost u nothing... and works better than 8.3

08 August 2006, 08:14 PM
The copy - paste error does not show up on my systems (x4) in LW9. I tried your steps to see if I could replicate. I doubt operating system has anything to do with it, but I'm running LW9 win32 on Win64

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08 August 2006, 08:14 PM
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