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eadnams
02-04-2014, 12:46 PM
Hey all, Using particle FX with hypervoxels to simulate thick liquids flowing over some grates/matting in an animation

I'm finding its a little slow(single threaded) and doesn't quite give me the results I'm looking for.

Anyone have any tips? Alternative tools?

Dodgy
02-04-2014, 04:19 PM
https://store.dstorm.co.jp/item.php?root_no=160

Liquid pack from Dstorm is PhysX based, so it'll use your GPU if you have an nvidia card. It uses HV's, so it sounds like what you're after.

davidsenna03
02-04-2014, 07:36 PM
Lightwave's native particle system is a bit outdated and a bit slow. Your best bet will be to simulate your particles in a different software, like Realflow, and then bring it back into lightwave. There's also a great plugin called "Turbulence" which is voxel based and is worth giving it a try.

geo_n
02-05-2014, 03:00 AM
Would be nice if pfx became multi-threaded. Its really taking long to calculate multiple pfx in a scene when only a single core is being used.

Greenlaw
02-05-2014, 12:42 PM
Getting good particles animation only solves part of the problem. Rendering a convincing 'liqud' volume is the other part.

HyperVoxels has seen some tweaking and improvement over the years but it's essentially the same tool we had back in 2001. It's still useful for many things but it's clearly showing its age and limitations for modern visual FX expectations. Also, HyperVoxels has never been quite right for rendering liquids like water. It might be okay for 'lumpy' liquids. Part of the problem is the 'blobby' nature of the effect but, since we're also talking about ParticleFX, getting the needed number of particles to produce convincing liquid animations is also a problem. (Among other things of course.) While you can bring in a good 'liquid' particle simulation from outside of LightWave (like Blender for example,) you're still stuck with rendering it with HyperVoxels.

I truly hope there is a major update coming for HyperVoxels or an amazing new LightWave effect for rendering liquids but I'm not holding my breath yet. Yes, there's the third-party RealFlow program but I wish there was a better way to generate and render liquid particles using native LightWave.

Turbulence is great but you're not going to get a thick 'liquid' effect from it. I'm still hoping that Turbulence FD will get a 'liquid' shading mode but that's probably a ways off, if ever.

G.

prometheus
02-06-2014, 08:18 AM
liquids was planned..at least four years ago, but he hasnīt made any statements if it was put on hold or if he is still developing it underground so to speak...
http://forum.jawset.com/viewtopic.php?f=4&t=97


the blending mode distance between particle gradient is probably the most wanted/lacking feature...
http://www.youtube.com/watch?v=xMQlAwlDfqg

The liquid pack is an alternativ for simulating faster if you got physx and gpu good enough..
http://www.youtube.com/watch?v=64S7-uLQiC4
http://www.youtube.com/watch?v=EQdaeXHSpTA

and realflow of course...
http://www.youtube.com/watch?v=aO2E0iVyPvo

Greenlaw
02-06-2014, 09:26 AM
liquids was planned..at least four years ago, but he hasnīt made any statements if it was put on hold or if he is still developing it underground so to speak...[/url]
My point exactly. Still waiting but looking elsewhere at the same time.


the blending mode distance between particle gradient is probably the most wanted/lacking feature...
http://www.youtube.com/watch?v=xMQlAwlDfqg
Agreed!


The liquid pack is an alternativ for simulating faster if you got physx and gpu good enough..

Until recently I thought this was orphaned tech but I noticed a few weeks ago that it had been updated for LW 11. Good to see it's still supported. BTW, is there an English language page for Liquid Pack at the DStorm site? While I am actually learning to read and write Japanese, I'm not quite there yet. :p

I'm also looking forward to Creacon's magical liquid particles plug-in, if he's ever able to release it:

Realtime Fluids for LightWave - Soft CC (http://forums.newtek.com/showthread.php?139543-REALTIME-FLUIDS-gt-for-LW-soft-cc&highlight=fluid+dynamics)


and realflow of course...
http://www.youtube.com/watch?v=aO2E0iVyPvo
Of course. I already use too many apps already though...looking to cut back and consolidate these days.

I'm also looking into Blender for liquid particle effects, which contradicts what I just wrote but, hey, it's free. :)

Clintonman wrote some useful tools for getting LW data in and out of Blender for this purpose.

Import Blender Fluids (http://forums.newtek.com/showthread.php?136245-Import-Blender-Fluids&highlight=blender+fluids)

G.

prometheus
02-06-2014, 10:11 AM
Greenlaw...yes, I kind of a let down that alot of japanese pages (not only this one) arenīt decently translated to english, google translate in all honor, a manual translate correction after a google translate would be nice, the google translate screws up quite a lot still as of today.

creacon develepment is still experimental, liquid pack donīt seem to take off, TurbulenceFD ..we have no clue, leaving us to use either hypervoxels and native particles, or blender fluids to lightwave, or real flow to lightwave.

By the way..to bad Dstorm didnīt do updates on the jetstream plugins,the openGL particle renderer..it was quite fast and could use different filters to double and size the particles...for those smooth particleFX stuff, not directly related to liquids though.