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veron
11-14-2011, 03:45 AM
I'v made hypervoxel clouds and have them looking the way i want to, problem is that they seem to almost look like fireworks, how can i have them not billow into and out of existence so fast?

Would really appreciate any help at all.

nickdigital
11-14-2011, 03:47 AM
Try slowing down the "Effect Speed".

veron
11-14-2011, 03:57 AM
I did, i put it to 5% and it makes no difference at all.

mikeshan
11-14-2011, 09:51 PM
Have you increased the particle lifespan?

veron
11-16-2011, 03:31 PM
Have you increased the particle lifespan?

I think you may be right there. I'll give that a go and see. Thank you very much :)

prometheus
11-17-2011, 01:16 AM
veron..you are using particles right?

are you not talking about the popping in and out of particles?
you need them to have particle age gradients on density channel and perhaps particl size channel too.

you could set up a particle emitter to serve as a carrier, and then a child emitter parented to that, then you can add some vibration that trail of particles that gives the look of rising plumes.

be careful with what effect you use on hypervoxels on particles, and what size you use, for billowing effects I would recomend the velocity translate, depending on size..if you have a large texture scale on the hypertexture you should not have a high effect speed..set it low, and vice versa.

Michael
http://vimeo.com/user680656/videos

veron
11-17-2011, 04:08 PM
veron..you are using particles right?

are you not talking about the popping in and out of particles?
you need them to have particle age gradients on density channel and perhaps particl size channel too.

you could set up a particle emitter to serve as a carrier, and then a child emitter parented to that, then you can add some vibration that trail of particles that gives the look of rising plumes.

be careful with what effect you use on hypervoxels on particles, and what size you use, for billowing effects I would recomend the velocity translate, depending on size..if you have a large texture scale on the hypertexture you should not have a high effect speed..set it low, and vice versa.

Michael
http://vimeo.com/user680656/videos

Hi Michael
Thank so much for your reply and i will try my best with your advice :)
It's particles yes with hypervoxels i've been using. What i'm really trying to achieve is this same effect http://www.youtube.com/watch?v=xkU7ZSvZ9ZY&NR=1.

prometheus
11-18-2011, 12:38 AM
Hi Michael
Thank so much for your reply and i will try my best with your advice :)
It's particles yes with hypervoxels i've been using. What i'm really trying to achieve is this same effect http://www.youtube.com/watch?v=xkU7ZSvZ9ZY&NR=1.

That is totally doable, but I think you can get it a little better than that, Itīs a matter of time and patience, that cloud example have som particle puffs straying away too much, and they are all very uniform in scale, they could have used som random scale and a little larger particle size.
and some more work on the hypertextures.

Michael
http://vimeo.com/user680656/videos

veron
11-18-2011, 04:26 AM
Hi Michael, so sorry to be a real pain here, i really would love your help if you have the time at all.
I've attached a wee draft render of the clouds (embarrassed posting it), they still create very quickly, too quickly but your advice on adding a gradient to the Density made a great difference to them. Thanks!! :)
I've a gradient (particle age) on the colour in the shading tab too to have the darkest colour a light blue but still they render with a kind of greyish colour, i just can't seem to fix that.
There is also a gradient on the opacity too (particle age).
Is there any way to fix the colour and stop them creating like a firework?
Any help is appreciated. Thanks.

veron
11-18-2011, 04:53 AM
here is the draft render now.

prometheus
11-18-2011, 05:27 AM
I would need the particle preview and how those move an look like..

create a preview in layout opengl wireframe mode, and save that animation and post, please try and compress it if you can.

it looks like you have a static emitter and those particles are to far apart, I thing you should have a little more particles and bigger sizes, then itīs a matter of fine tuning when the density particle gradient kicks in, you need to change that value in that particle age gradient to have them fade in later.
You can actually also use the dissolve channel.

theres a lot of different ways I guess to set up the particles, I think I would use a particle field with particle trails with a lof of vibration, similar to explosion stuff.

You could also spray points in modeller and once in layout add hypervoxels to them, scale the point clusters down in the beginning and size them up for the expand perhaps.

Donīt have that much time right now, have to check later how I would do it...if I have the time that is.

Michael

veron
11-18-2011, 05:56 AM
I would need the particle preview and how those move an look like..

create a preview in layout opengl wireframe mode, and save that animation and post, please try and compress it if you can.

it looks like you have a static emitter and those particles are to far apart, I thing you should have a little more particles and bigger sizes, then itīs a matter of fine tuning when the density particle gradient kicks in, you need to change that value in that particle age gradient to have them fade in later.
You can actually also use the dissolve channel.

theres a lot of different ways I guess to set up the particles, I think I would use a particle field with particle trails with a lof of vibration, similar to explosion stuff.

You could also spray points in modeller and once in layout add hypervoxels to them, scale the point clusters down in the beginning and size them up for the expand perhaps.

Donīt have that much time right now, have to check later how I would do it...if I have the time that is.

Michael

The spray points sounds good, i'll try to give that go. thank you very much.

bazsa73
11-18-2011, 06:32 AM
Here is my solution>

prometheus
11-18-2011, 06:37 AM
you could also use different types of geometry and morph them or use normal displacement on them, then add hypervoxels directly on to the geometry vertices, or add particles to the geometry and hypervoxels to that.

for the mushroom bomb style in one of my experiments I used the first method.
http://vimeo.com/user680656/videos/page:2/sort:newest

Michael

prometheus
11-18-2011, 06:38 AM
Here is my solution>

what sceneformat is that bazra?
Im just worried about the 10.0 vs 10.1 configs before I open it.

Michael

veron
11-18-2011, 07:37 AM
Here is my solution>

They are amazing looking, Thanks very much for that, i'm looking at all your settings now and i've learned so much from everyone posting here. Thanks! :)

veron
11-18-2011, 01:13 PM
what sceneformat is that bazra?
Im just worried about the 10.0 vs 10.1 configs before I open it.

Michael

If your lw10 don't open it as i did and had to replace all my config files there. I use a work computer and can't upgrade yet.

veron
11-18-2011, 01:22 PM
you could also use different types of geometry and morph them or use normal displacement on them, then add hypervoxels directly on to the geometry vertices, or add particles to the geometry and hypervoxels to that.

for the mushroom bomb style in one of my experiments I used the first method.
http://vimeo.com/user680656/videos/page:2/sort:newest

Michael

That Mushroom cloud is amazing looking, but i'm afraid that i'm no way near your level of ability at all and i'm experimenting as much as i can.
I'm trying the spray points you suggested and applying hypervoxels to them if i can get them looking in anyway decent i'll update you. Again thanks for all.

prometheus
11-18-2011, 02:10 PM
That Mushroom cloud is amazing looking, but i'm afraid that i'm no way near your level of ability at all and i'm experimenting as much as i can.
I'm trying the spray points you suggested and applying hypervoxels to them if i can get them looking in anyway decent i'll update you. Again thanks for all.

No issues with the scenefile from bazra here, But I tried it at what happens when closing down and open up again, but I think it was made in 10.0?

Thanks for the comment on the mushroom cloud, and that is probably only 40 50% in quality of how far I experimented, If I had the time I could tweak it much better maybe 50& more...was just testing it for another dude to see how it would look and left it after that.

As for clouds I have just learned how to get static cloud shapes to use and fly around within the scene when using the turbulence fluid plugin.

I didnīt know it was there in turbulence until oldzitterhand showcased this clip from his youtube channel.

I believe that ultimatly we will see more and more of fluid dynamics taking over the process of creating cloudscapes..see old zitterhands clip with turbulence and lightwave..
http://www.youtube.com/watch?v=NlnAVpcEXQ4&list=PL550D7382BE0CC1DC&index=12&feature=plpp_video

the way fluids blend as a whole volume shape is pushing hypervoxels to the backyard, and also how we can obtain thick volume with whispy edges within fluids.

Downsides with turbulence is that itīs resolution dependent and calculation times to get it right, and rendertimes can be long as well, also seem to need more advanced illumination models as compared to hypervoxels where you can do a lot with gradients.

Hereīs a simple setup I tried and a snapshot from the VPR so no full quality, thereīs also a volumetric light behind the cloudshape to create godrays..and itīs great that works in VPR too.
this was simulated and I then set the render offset to my desired fluid frame of liking then setting a frame step of zero and you have a fluid cloud shape that you can fly around or pass through.

I need to tweak and learn how to get the best shape and texture on clouds still thou.

Veron..donīt worry about not being near, do it the Greatzky way..do it as much and often you can, and a little more..and you will be extremly good at what you do.

Michael

veron
11-19-2011, 06:02 AM
I used spray in lightwave and put hypervoxels on them but i'm not sure where to apply an opacity to make them look somewhat wispy as they have the general look of clouds but no opacity about them.
I tried different opacity's, gradients, textures but just can't seem to achieve any opacity in them. Any advice would be brilliant right now.

Edit - Great info here - http://forums.newtek.com/showthread.php?p=912220&highlight=hypervoxels+spray#post912220 :)

prometheus
11-19-2011, 10:23 AM
I used spray in lightwave and put hypervoxels on them but i'm not sure where to apply an opacity to make them look somewhat wispy as they have the general look of clouds but no opacity about them.
I tried different opacity's, gradients, textures but just can't seem to achieve any opacity in them. Any advice would be brilliant right now.

Edit - Great info here - http://forums.newtek.com/showthread.php?p=912220&highlight=hypervoxels+spray#post912220 :)

You could set a very high smoothness 85-98 percent perhaps..and you could also control that with gradients on that channel based on distance to the cloud object or density etc..but it will be much slower to render.
You could similary also do the same with the dissolve channel.

I would recommend use a single null and test that for a single cloud shape, experiment with opacity channel and the gradients there to understand how the opacity or smoothness or dissolve channel affects one single particle wich a single null would represent..the overall look when you look at many particles would be different thou, that is why we have a object,particle and scene preview in viper. this is for you to learn and understand a little bit how to use the gradients and see how it affects a single null or particle.

Links..to cool cloud stuff...
http://www.youtube.com/watch?v=oW0ImR2zZ9M

erikals is showcasing volumetric plugin ogo taiki with particles billowing up..this is not hypervoxels but another volumetric handler.

This is what we all should have in lightwave, under presumption it would be have improved interfade, quality and rendertime.

http://www.youtube.com/watch?v=oW0ImR2zZ9M
Link to plugin (commercial) and some images and movie clips.
http://www.asahi-net.or.jp/~pq1a-ogs/taiki_e.html

otherwise we could hope for ozone, but it doesnīt have the same editing options as ogo taiki and you cant use any particles together with itīs own cloud system as in ogo taiki.

Michael