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Columbo24
12-10-2014, 04:35 PM
What lighting effects is Lightwave cable of doing? I know I can do volumetric lighting and lens flares, but what about lightning and visible electrical current. How about lasers and energy blasts? I've used AE and Motion and it's very limited. Is there another plug-in or software to handle this?
Thanks
Bill

Oldcode
12-10-2014, 04:50 PM
Hi,

Here's a real simple electric current/lightning tool. Hope it helps.

http://www.foundation3d.com/index.php?categoryid=38&p13_sectionid=376&p13_fileid=1211

ernpchan
12-10-2014, 04:53 PM
You can get a lot of cool stuff done with procedural textures.

What I do a lot is make a single null into a hypervoxel and play with the hypertexture settings. Then render out that animation and take into a comp program to further mess with it. You can make some pretty unique fx pretty quickly.

jburford
12-13-2014, 09:58 AM
Way back in the day, I played around also using Points and Lines, and applied a mix of jitter on just 1 Axis at a time, then created a Morph for, pulled them all into Layout, and could then use Morph Mixer to animate. But like the examples better. (hmnn, maybe I could have added a Null to mine and used that that pull the Morphs?

rednova
12-13-2014, 01:50 PM
Hi:
I believe, there was in the past a cd called lightrom 3, which was packed with lightwave scenes, objects, etc.
If I remember correctly, there was a plasma effect in it, which was very nice.
Also there was an old lightwave magazine called lightwavin, which one of them including beautiful lightning fx.

Eagle66
12-14-2014, 08:21 AM
Hmm, the answer is depending from the quality you need. The foundation post is more funny as far realism. Perhaps this helps for reference:

Animating Lightning Bolts
https://www.sidefx.com/index.php?option=com_content&task=view&id=2596&Itemid=68

Lightning are 3D App and comp in AE (glow, blur, etc) equally.

jeric_synergy
12-14-2014, 11:16 AM
THere used to be a set of scripts from the makers of Vertibevel that had a VARIETY of ways to create lightning effects, some modeler/mesh based, another Layout based.

Those were the good ol' days.

(THis is definitely a 3rd party kinda thing-- I don't want dev time spent on this.)
++++++++++++++
Here's a more helpful bit of typing: lightning and tree branches resemble each other-- use a plant/tree generator to create complex lightning bolts. I suggest DP-VERDURE from DPont-- free, and allows you to target specific (Modeler) meshes from a root location.

Create Endomorphs w/displacement and animate between them for the effect. Don't neglect audio , especially for arcs.

chikega
12-14-2014, 01:18 PM
I have this tutorial ... very well done and very informative:


https://www.youtube.com/watch?v=LQdFmTsEo4k

Wickedpup
12-14-2014, 03:10 PM
Maybe you can find some tips here.......
http://vimeo.com/12745727

prometheus
12-14-2014, 04:06 PM
I think a lot of people use geometry with transperency and use gradients to light it in some different ways, incidence angles etc.
the laser stuff..
https://www.youtube.com/watch?v=JcRlbQZGG7I

beams like old times babylon 5 sparkles, or star wars racing pod electric connectors, create a polychain with enough points, and displace it with fractals, use glow or bloom for the polychain surface, or add the glow in post process in after effects.

volumetric lights with textures only and sprite mode can do a lot of cool stuff.

And some odd force field stuff using displacement on geometry but using hypervoxels on a dense subpatch can yield this kind of effect, never got around to do tutorial on it though.



http://vimeo.com/35978253

jeric_synergy
12-14-2014, 08:10 PM
y'know what'd make a good Liberty3d tutorial? "Innovative Uses for LW's Volumetric Lights". You can get some cool effects out of them, but hard info is difficult to come by.

prometheus
12-15-2014, 11:48 AM
y'know what'd make a good Liberty3d tutorial? "Innovative Uses for LW's Volumetric Lights". You can get some cool effects out of them, but hard info is difficult to come by.

I suspect many newbies donīt know about volumetric presets to get started even, the problem with that ...you have to enter the volumetric light settings in order to acess it, I hope that the lw3d group someday implement a preset system that can be acessed globally, by that I mean a sort of fx panel or preset panel ..maybe something like maya has, a place where you click on preset panel, and you will open a panel with different folders, like volumetric lights, lensflares, hypervoxels, objects,surfaces, cameras, motion paths, particlefx (where a complete particle rig is setup included with wind dynamics and voxels at one click)

Simply select item type-volumetric light folder, then drag and drop to the scene, voila instant nebula or laser, no need to add the light and jump in different steps to reach the volumetrics.
One of the things that annoys me currently, that is partly the lack of improvement in the preset system ..and that there was no such enhancements in 2015, I would be semi satisfied if they removed the annoying "do you really want to replace requester" though that wouldnīt still be enough...drag and drop, then render and you have it done faster than ever before.

Ehh...tried volumetric lights plasma shield, you click on it, thats one step, then requester says" load settings"...duh? thatīs why I clicked on it, next "warning ...this preset might change the size parameters, do you want to keep the current parameters...sob...sob, I think in most cases I really want that preset applied without reqester steps, reading it, thinking about what it says etc.
should be an optional choice to set that in the preferences panel I think.

Michael

jeric_synergy
12-15-2014, 12:29 PM
Yeah, that whole confirmation stuff is bullsh!te-- i think it's in the damn Surface load too.

Needs to be an OPTION, at MOST-- really, it's an almost totally superflous click we shouldn't have to do.

prometheus
12-15-2014, 12:44 PM
Yeah, that whole confirmation stuff is bullsh!te-- i think it's in the damn Surface load too.

Needs to be an OPTION, at MOST-- really, it's an almost totally superflous click we shouldn't have to do.

yes surfaces is like that too unfortunatly, I want drag and drop, and get on with it, Agreed 100%.

About volumetric lights though, there are really some nice things you can do for effects with it, and especially pushing it with underlying texture displacement wich distorts the above textures in undulating ways, Ivé used from time to time with nebula stuff, and It can be adapted for electric or plasma fields, for special shapes it could be rendered out as seqences and mapped on geometry if needed.

Michael

jeric_synergy
12-15-2014, 01:13 PM
Yeah, it's either a neglected feature or everybody's secret weapon.

Unfortunately, my underpowered machines make experimentation difficult. Like I said, someone knowledgable putting together a tutorial and presets would fill a gap, but can they make money doing so?

Back on topic: IMO glowing geometry is the way to go for lightning fx.

prometheus
12-15-2014, 01:26 PM
Yeah, it's either a neglected feature or everybody's secret weapon.

Unfortunately, my underpowered machines make experimentation difficult. Like I said, someone knowledgable putting together a tutorial and presets would fill a gap, but can they make money doing so?

Back on topic: IMO glowing geometry is the way to go for lightning fx.


I would suggest enable texture and use texture only with volumetric lights, itīs superfast on my machine anyway, might post some vpr feedback clip later, just to showcase speed and some effect, and the data specs.

jeric_synergy
12-15-2014, 01:28 PM
p, doesn't that disable volumetric shadows? (been a while) When I use volumetric lights, I'm almost always hoping to use volumetric shadows.

Man, I wish some researcher would lean hard on those algorithms and find some magical way to make it faster.

pinkmouse
12-15-2014, 01:41 PM
Been playing with your instances technique Prometheus:

126087

Added a bit of DoF, Corona and Bloom...

:)

prometheus
12-15-2014, 01:45 PM
p, doesn't that disable volumetric shadows? (been a while) When I use volumetric lights, I'm almost always hoping to use volumetric shadows.

Man, I wish some researcher would lean hard on those algorithms and find some magical way to make it faster.

Probably, but for some of the effect stuff with plasma or etheral effect, I am not sure if that is needed, in such case you could use another light for that, depends on the light effect you want of course.

this nebula was only done this way, stars particles and one lensflare light with intensity turned of, and only used the lensflare, then I particle linked/cloned it to each particle.

itīs also very fast to clone volumetric lights with textures only and mix together, using red shift and proper attenuation and right light color and you get a nice shift in colors, and with two lights with different colors or redhifts can mix very nicely...


https://www.youtube.com/watch?v=Hl8KgnxJLu4&list=UUDxRvcWi0V7RgW69O5Ax5Og

prometheus
12-15-2014, 01:50 PM
Been playing with your instances technique Prometheus:

126087

Added a bit of DoF, Corona and Bloom...

:)

Instances? I havenīt used that for my stuff, I think..and least not shown for anything here :stumped: So what were you trying to follow..which clip? it looks like you mean that geometry displacement and hypervoxels sprites on vertices?
Almost there..:)

Michael

pinkmouse
12-15-2014, 01:56 PM
I could have sworn you wrote instances! :D

Yup, displacement of a subD sphere with 100000 smaller balls instanced to surface. I'll set a animation rendering overnight, so I can see what it's like in motion...

prometheus
12-15-2014, 02:12 PM
I could have sworn you wrote instances! :D

Yup, displacement of a subD sphere with 100000 smaller balls instanced to surface. I'll set a animation rendering overnight, so I can see what it's like in motion...

Ohh..my, I wouldnīt try that though :D think that would overload my system, I just use sprites, since the idea is simply to simulate a particle field, and as such...the volumetrics/sprites applied should be the smallest possible size, so my object is just activated directly in the hypervoxels tab..no use of actual particle system, but it uses every vertices in the subpatch as a sprite/particle, and the more I increase the subpatch level, the more sprite point/particles I get, and I balance that with lowering the density to get a nice overall density look, one can also use a local density gradient in dissolve channel..which means that where the vertices are not clumped together..they will be more dissolved.

I donīt think you can get a nice density field with actuall geometry instanced on surface, it will also just scatter the balls based on the surface randomly, hv sprites fixed in a subpatch grids point position, iis what makes it looks quite smooth.

apart from that you will probably never get it look like a particle field, it will clogg the system.

hereīs one of my first fiddlings with it..hv sprites on the vertices only, I work with the subpatch geometry (half dome) in vertices display mode..just to simulate the view similar to actual particles..and I also dissolve the object 100%, compression screwed up quality though.

it is similar to what is know as trendywhores (hope I got that right) but that stuff used surface shading, and that means you donīt get as nice density on the edges and the overall feel to it, with hv sprites it actually becomes more like true particles pushed around, I am just driving points procedurally by displacing the geometry.


http://vimeo.com/1539143

some other old stuff here...
http://vimeo.com/user680656/videos/page:6/sort:date


and those stuff with the voxel spin or space angels as I call them, since it is sprites it renders very fast..in a few minutes, no need to wait over night:)

jeric_synergy
12-15-2014, 02:33 PM
Probably, but for some of the effect stuff with plasma or etheral effect, I am not sure if that is needed, in such case you could use another light for that, depends on the light effect you want of course.

this nebula was only done this way, stars particles and one lensflare light with intensity turned of, and only used the lensflare, then I particle linked/cloned it to each particle.
Beautiful, well done!

pinkmouse
12-16-2014, 01:54 AM
Here"s the vid as promised:


https://www.youtube.com/watch?v=kxxl1rW3GXo&feature=youtu.be

Displacement needs some work, but useful start.

Anyone got any tips for uploading to YT so quality doesn't fall off a cliff?

Danner
12-16-2014, 02:55 AM
There are certain things that make video compression fail. Gradients of very similar colors and fast moving things. That plasma cloud is basically both.

pinkmouse
12-16-2014, 03:07 AM
Is Vimeo any better?

pinkmouse
12-16-2014, 03:42 AM
Played around with the displacement, and upped the instances...

prometheus
12-16-2014, 05:17 AM
vimeo does convert better I think.
what compression do you use for the clip?

quicktime animation highest quality usally give good results ..but larger slower files.

why do you use instances? I just donīt think it will get you any good results in the end..unless you are just experimenting.

pinkmouse
12-16-2014, 05:31 AM
Yup, just playing! :)

I normally do YT stuff as standard LW QT High quality movs. Tried using Lossless, but took ages to process and didn't result in any perceivable improvement.

Marander
12-16-2014, 06:18 AM
I have also been playing a while ago, just with one volumetric light and an IFW2 texture:


http://youtu.be/XrQIeml7nmo

126109

Cheers, Marander

Marander
12-16-2014, 06:20 AM
http://youtu.be/s4AnUuYWsOA

Marander
12-16-2014, 06:23 AM
http://youtu.be/TyhPbMPkuac

(LW Setup in the previous page)