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samurai_x
02-15-2017, 06:52 PM
Holy Hurley!

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

Is it gpu powered with real time preview?
Will the other flex components make it inside lightwave?

samurai_x
02-15-2017, 06:59 PM
Nvidia flex components

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

Paul_Boland
02-15-2017, 07:06 PM
I can't understand why they disabled comments on the YouTube video... Anyway, it looks awesome but I'd like more info on it.

samurai_x
02-15-2017, 07:22 PM
More info here.
http://forums.newtek.com/showthread.php?152620-LWRemodeler&p=1498454&viewfull=1#post1498454

"making a bunch of simple, artist friendly, low cost, one-trick-pony type tools for LW, using NVIDIA's Flex."

I hope that means the other flex components make it to lightwave. Rigid, soft, fluids interacting with each other like the demo video.

MichaelT
02-15-2017, 11:53 PM
Yup, downloaded that myself :) Fun stuff.

samurai_x
02-16-2017, 04:06 AM
More fun inside layout :D


https://www.youtube.com/watch?v=Bktp8PIGbnc

darkChief
02-16-2017, 04:20 AM
Wow, didn't see this coming. Very interesting.

samurai_x
02-16-2017, 05:12 AM
Indeed. It looks like its real time calculation with meshing together.
Anyway it was requested a long time ago to integrate this kind of tech with lw.
Houdini engine, fabric engine among them.

samurai_x
02-16-2017, 06:58 AM
https://www.youtube.com/watch?v=YPbqPCq5-FY&feature=youtu.be
fingers crossed lw flex gets released.

Svenart
02-16-2017, 07:52 AM
Fantastic! Would be great to have both tools integrated, specially the fluids! Very interesting.

ianr
02-16-2017, 10:17 AM
Deep Rising

&

Deep joy !


Looks like LightWave can rehydrate

after a long time in the CGI desert!:beerchug:

Ryan Roye
02-16-2017, 10:43 AM
I'm looking forward to trying this one out. It is hard to compete with Realflow in terms of quality, but there is a need for rapid real-time workflows like this. After spending the last few weeks staring at fluid sim progress bars I'm fearful that it may be forever burned into my retinas.

prometheus
02-16-2017, 10:53 AM
Ahh...great, looks promising and interesting, And Finally this liquid stuff is appearing which I so have requested for Lightwave to catch up on, and a very important part for eventual commercials among other things.
So what..after almost nothing and hv blobs, we know got two system to track Deepfx and this gooGun, and that statement isnīt a complaint.

Norka
02-16-2017, 02:05 PM
Steve, I love what I am seeing in the Goo demo, but man oh man, if we get liquids (water etc - non-gooey liquids), at a very reasonable price (like your other stuff)... I may wet myself... Is this possibly coming too? I really want/need to be able to do simple water stuff - water flowing over and through stuff - and it would be wonderful to do it in LW, and not break the bank.

jwiede
02-16-2017, 08:56 PM
Steve, I love what I am seeing in the Goo demo, but man oh man, if we get liquids (water etc - non-gooey liquids), at a very reasonable price (like your other stuff)... I may wet myself... Is this possibly coming too? I really want/need to be able to do simple water stuff - water flowing over and through stuff - and it would be wonderful to do it in LW, and not break the bank.


Nope. I have no intention of making another full fledged fluid simulator for LW. I am exploring the possibility of making a bunch of simple, artist friendly, low cost, one-trick-pony type tools for LW, using NVIDIA's Flex.

I believe Steve H has made it very, very clear he is NOT producing another general purpose liquid/fluid system for LW. Just appears worth re-quoting given how some are reacting (not just you Norka, you just happened to be last in thread when I posted).

I'm sure he will provide more details on what it can (and cannot) do shortly.

samurai_x
02-16-2017, 10:35 PM
In whatever form it is, its welcome. The more developers doing lightwave add ons the better.
But seeing liquid interact with other dynamic objects like softbody has never been done in lightwave and its awesome!
I hope Hurley figures out a way to transfer the simulation into layout. I thought it was already doing that watching the videos but guess not.

JohnMarchant
02-17-2017, 05:30 AM
Certainly looking forward to seeing this.

Paul_Boland
02-17-2017, 05:41 AM
It looks awesome!! Thanks for the extra info and videos.

MichaelT
02-17-2017, 11:21 AM
I had a look at it myself, and it is good fun :) But nVidia does take some shortcuts. As fun as it is, it does have its limitations. But good fun regardless. I'll try adding it to Lightwave in the coming days, just for a quick test.


https://www.youtube.com/watch?v=HJ7UANbSc2Q

Svenart
02-17-2017, 11:45 AM
Would love to try this out/experiment with it. Awesome!!!

MichaelT
02-17-2017, 02:45 PM
Here is a complete test of all available modes, running at full speed. I know it is low resolution, but it is only for quicker upload to Youtube.
Now I will see about bringing this into Lightwave, after that I'll break it up into something more useful.

Hmmm.. I noticed the skipping in the video. It wasn't there originally so it was introduced by Googles conversion. Oh, well. I won't change it.
I have a pretty good idea why it happened, will make sure its not there next time.


https://youtu.be/VS4Phi4E4ds


Here is a windows build. Please note that this is only tested on my own machine. A Windows 10 x64, with nVidia GTX 1080 + latest drivers.
So keep that in mind. Try at your own peril ;) Its a zip file, and it is ~12mb in size. You start it with double clicking on the 'runme.bat' file.
When (and of course *if* :) ) it starts for you, you can press 'U' to maximize the screen, and see more options to play with. Enjoy (I hope :) )
Disclaimer: It is provided as is of course. You're to blame for anything that happens. This isn't even alpha material. And of course..
This is *not* a plugin to LW. This is just for you to play with. And at some point I will delete this file from my server.

http://www.planetrift.com/fls/FlexTest.zip

GraphXs
02-17-2017, 07:17 PM
Looks good steve! Maybe you can just make a water version of goo? Sell it as a different tool? Flag looks great! Can it be looped?

MichaelT
02-17-2017, 07:30 PM
Looks good steve! Maybe you can just make a water version of goo? Sell it as a different tool? Flag looks great! Can it be looped?

This is (just to be clear) code from nVidia (and the latest post, and file (and render) wasn't from Steve. It was from me. Unless of course you meant, Steve and didn't even see my post ;) ) I just wanted you guys to have the option to play around with it. As for your question, no it can't be looped. This is a physics simulation with a bit of randomness in them, so while technically, there probably is a way to force it to loop. It isn't designed for it. Then again, I suppose you could record the motion, and morph the end to the beginning. But that would be outside of the simulation. And frankly not something I have even thought of looking at :)

Sure they could be separated, but I'm thinking not. What I have in mind is probably not the same thing as Steve anyway. Even if both of us are using the same starting point.

samurai_x
02-17-2017, 07:42 PM
Nvidia flex components

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

Is this your demo scene in the youtube link MichaelIT?

MichaelT
02-18-2017, 12:20 AM
Is this your demo scene in the youtube link MichaelIT?

It goes without saying that I meant my own post, right above his. When he answered without reference to a post, I answered the way I did. Why did you think this was strange?
And btw.. I *did* say that the code came from nVidia.

darkChief
02-18-2017, 04:11 AM
Sure they could be separated, but I'm thinking not. What I have in mind is probably not the same thing as Steve anyway. Even if both of us are using the same starting point.

Are you planning on using the flex smoke features??

MichaelT
02-18-2017, 05:22 AM
Are you planning on using the flex smoke features??

Yes, but the code I have is a bit bugged right now, so the smoke isn't working. I haven't really bothered to look as to why this is either. They also have that well known lighthouse example, where the ocean splashes onto it in the code. It does work partially, but that too bugs out. Judging by the total lock of the GPU driver, I take it that particular bug is worse. But I will post a video of it shortly, so you can see it. That will definitely be on my todo list. But now I will focus on getting anything at all from there into LW. I haven't really done much in LW SDK before.. so making LW plugins is still very new to me.

Update:

The Lighthouse example (bugged) is here:


https://youtu.be/GJR1P7BOSqI

Norka
02-18-2017, 06:38 AM
Do I have this right?

[1] Steve Hurley is planning on making some tools based on nVidia Flex, but does not plan to do liquids, because it would be too challenging and he wants to make more than $2/hr.

[2] MichaelT is up for trying to make a commercial liquids LW plug using Flex.

[3] I will be bitched out for even asking this, by one or both of the two guys (*not Steve or Michael) that have so much free time to be on these forums that I find it hard to believe they either run a business or even work for someone else.

prometheus
02-18-2017, 06:42 AM
Do I have this right?

[1] Steve Hurley is planning on making some tools based on nVidia Flex, but does not plan to do liquids, because it would be too challenging and he wants to make more than $2/hr.

[2] MichaelT is up for trying to make a commercial liquids LW plug using Flex.

[3] I will be bitched out for even asking this, by one or both of the two guys that have so much free time to be on these forums that I find it hard to believe they either run a business or even work for someone else.

Itīs disposition of time, and as you can see, some are posting a lot today, and itīs saturday...they decide and manage their time, and itīs quite irrelevant how and when and how much time they got, we can not judge that at all reallly, maybe they do their posts on their disposed free time, when they get it, maybe it is a part of gaining knowledge to their upcoming start of a company, makes no sense to question it really, apart from that you may wonder for yourself why they got the time and you may not:D

I myself is working for someone else, not with 3d, and when Im do post I do not do that on the time at work, unless I got lunch time which isnīt payed for, or I post as soon as I get home, or on weekends.

hurley
02-18-2017, 07:21 AM
Do I have this right?

[1] Steve Hurley is planning on making some tools based on nVidia Flex, but does not plan to do liquids, because it would be too challenging and he wants to make more than $2/hr.

[2] MichaelT is up for trying to make a commercial liquids LW plug using Flex.

[3] I will be bitched out for even asking this, by one or both of the two guys that have so much free time to be on these forums that I find it hard to believe they either run a business or even work for someone else.


but does not plan to do liquids, because it would be too challenging and he wants to make more than $2/hr.

I'm not up for a "one fully loaded physix based engine for lw that will have softbody, hardbody, fluids, particles, constrains etc.." but I do intend to make some commercial LW plugins that use all of Flex features, including fluids. And in the end it might work out that I'll combine them all into one framework that supports all Flex features. Right now I'm exploring Flex to see what is actually possible in a production environment.


I will be bitched out for even asking this, by one or both of the two guys that have so much free time to be on these forums that I find it hard to believe they either run a business or even work for someone else

Huh? This is where most of one's potential customers hang out I use the forums for marketing announcements and gathering useful feedback and info about what LW user's needs are ... ...

MichaelT: I didn't start this thread, so I have no claim over it. But it is about the work I've already done integrating Flex into LW. So as a courtesy, I'd ask that you start your own thread to help clear up the confusion that we're seeing here. Thanks!

Norka
02-18-2017, 07:28 AM
Oh gosh Steve, I was not counting you as one of them - and Michael wasn't either... sorry I did not make that clear. I'm loving LWRemodeler, btw. ;-)

hurley
02-18-2017, 08:45 AM
Oh gosh Steve, I was not counting you as one of them - and Michael wasn't either... sorry I did not make that clear. I'm loving LWRemodeler, btw. ;-)

Hey no worries ... glad to hear you're enjoying LWRemodeler!

jwiede
02-18-2017, 01:07 PM
Hey no worries ... glad to hear you're enjoying LWRemodeler!

It's a really useful toolkit, thanks again for developing it! I appreciate having that functionality available in LW.

CaptainMarlowe
02-18-2017, 11:45 PM
Haven't bought lwremodeler yet, because I have to put priorities on plug-ins and upgrades (Well 4 children kind of limit money for my own hobby :D), but I will for sure. Also very interested with what you're doing right now with flex. I can see a lot of use for goo...

samurai_x
02-20-2017, 04:00 AM
I'm not up for a "one fully loaded physix based engine for lw that will have softbody, hardbody, fluids, particles, constrains etc.." but I do intend to make some commercial LW plugins that use all of Flex features, including fluids. And in the end it might work out that I'll combine them all into one framework that supports all Flex features. Right now I'm exploring Flex to see what is actually possible in a production environment.



!


:D I'm cool with modules. Hope you figure out how to bring it to layout.

samurai_x
02-22-2017, 02:31 AM
https://www.youtube.com/watch?v=EybRKEpdjIs
:jam:

mummyman
02-22-2017, 07:45 AM
It's neat... not really sure what I'm looking at.

Norka
02-23-2017, 07:06 AM
My guess is that he melted that bloke into a puddle of goo...

mummyman
02-23-2017, 07:11 AM
My guess is that he melted that bloke into a puddle of goo...

lol

samurai_x
03-07-2017, 07:42 PM
Exciting news!

http://forums.newtek.com/showthread.php?153068-Up-ob&p=1500772&viewfull=1#post1500772


https://www.youtube.com/watch?v=S0OZbCqF0S0

"Hi Everybody,

Playing around with Flex is too much fun so I've decided to have a go at making a full fledged Unified Physics engine based on Flex and probably Newton for rigid bodies. And yes, it will work in the next generation of LW.

I'm going to try a whole new model for development this time around. In order to generate enough cash flow to keep development going, I'm going to build up the framework by releasing a series of low cost, artist friendly tools. The first of these tools will be SquirtGun, an easy to use tool for injecting streams of fluid particles into your LW scene.

I'm going to run a kickstart Open Beta with early bird pricing starting soon, ... more details in the next few days."

bazsa73
03-07-2017, 11:02 PM
Squirtgun? Great for porn.

samurai_x
03-08-2017, 01:12 AM
Squirtgun? Great for porn.

So you already have a project for it :ohmy:

samurai_x
03-15-2017, 01:32 AM
So it will be a Unified physics plugin. Open beta will be as early as tom? Hurley works fast!


https://www.youtube.com/watch?v=4Lar9LZY5xw

MichaelT
03-15-2017, 04:15 AM
I hope he is not rushing it, and that he takes the time to make the tool good and stable.

samurai_x
03-15-2017, 07:43 AM
Remeshing looks quick.


https://www.youtube.com/watch?v=r2aOtkEX7Qc

Ryan Roye
03-15-2017, 10:33 AM
It'd be cool if:

A) the properties could be manipulated while simulating.

B) most of the parameters are made animatable.

samurai_x
03-15-2017, 09:13 PM
Looks like it can simulate pouring liquids. Wonder if it can do it on a smaller scale like a glass of water.

https://www.youtube.com/watch?v=xT6KqglX3Eg

samurai_x
03-16-2017, 08:17 PM
Demo version of Unified Physics Framework for lightwave already available.
http://hurleyworks.com/wordpress/portfolio/up/

http://forums.newtek.com/attachment.php?attachmentid=136291&d=1489716982

Paul_Boland
03-16-2017, 08:46 PM
So which of currently two liquid dynamics for Lightwave is better, the Deep Rising FX or this one?

samurai_x
03-16-2017, 08:50 PM
I suggest try them out. They both offer something different. There's no price for UP yet afaik.

samurai_x
03-17-2017, 07:23 AM
Play time with Up
Not real time, only screencaps.

https://www.youtube.com/watch?v=ue-FxBi7Gog&feature=youtu.be

ianr
03-17-2017, 08:33 AM
Play time with Up
Not real time, only screencaps.

https://www.youtube.com/watch?v=ue-FxBi7Gog&feature=youtu.be


Great , it's 'BATTLESHIP' the movie, a budget version.

Greenlaw
03-17-2017, 09:06 AM
So which of currently two liquid dynamics for Lightwave is better, the Deep Rising FX or this one?

Isn't it amazing that we can even ask this question now? Only a couple of months ago, it would've been "which 3D program other than LightWave is better for liquid dynamics?" :D

Without having tried UP yet (I've had DR for a few weeks now,) the biggest difference is that UP requires an Nvidia card, and the sim will be limited by the capabilities of the card (RAM being the most critical I think).

For me, this means I can run DR only at home on my workstation, which is fine except that I'm rarely at my workstation these days. DR, on the other hand, will run on my tablet computer and it runs surprisingly well there. (In simple tests anyway. I've yet to do anything major with it yet.)

I'll be trying out the demo for UP this weekend. I'm sure I'll wind up using both in the long run because they have different setups and they are likely to produce different results.

jwiede
03-17-2017, 09:52 AM
Steve H, if you're reading this: I know there isn't now, but will there be a Mac version of the UP preview available prior to release?

hurley
03-17-2017, 10:22 AM
Steve H, if you're reading this: I know there isn't now, but will there be a Mac version of the UP preview available prior to release?

Sorry John, I can't make a Mac version until NVIDIA makes a Mac compatible version of Flex. So at this point I'm not even planning a Mac version.

jwiede
03-17-2017, 10:45 AM
Sorry John, I can't make a Mac version until NVIDIA makes a Mac compatible version of Flex. So at this point I'm not even planning a Mac version.

Quite unfortunate, but I understand. Thanks for the quick answer!

CaptainMarlowe
03-17-2017, 01:45 PM
Quite unfortunate, but I understand. Thanks for the quick answer!

+1 I would have loved this plug-in. I may even consider bootcamp just for this...

samurai_x
03-17-2017, 10:23 PM
Great , it's 'BATTLESHIP' the movie, a budget version.

Its really good for quickly creating animatics. Workflow is fast.

prometheus
03-18-2017, 11:21 AM
Really need to give this flex engine demo a go, I just recently got an idea of some horror scenes involving some weird Alien eggs opening and also bursting, so it could use som slime goo or blod etc to splatter.
Donīt worry ..it will not be like aliens repeating again, this will be disturbing and something you never have seen before.
Got to fix new nvidia drivers firstly though I think

samurai_x
03-18-2017, 08:06 PM
https://www.youtube.com/watch?v=9xAGx3HHMaE

Up already with fluids and buoyancy affecting objects??? Wow rubber ducky!

Paul_Boland
03-18-2017, 10:27 PM
Thanks for the feedback on my question. Interesting times indeed... And I'm wondering if LW3DG are watching too and perhaps planning to implement liquid dynamics into Lightwave down the road....?

samurai_x
03-18-2017, 11:17 PM
Highly unlikely. They don't have the manpower. These kinds of tools are best done by third party.
Newtek should focus on the core architecture of lightwave.

One thing I do like about Up is the on the fly meshing while its calculating the sim. Its easy to visualize how the fluid looks immediately.


http://hurleyworks.com/wordpress/portfolio/up/

"There will be 1 week long Early Bird Special launch shortly. During this period you can purchase a late beta version of the UP framework with Squirt Gun for $75. After the Early Bird Special ends, there will be an Open Beta price of $99 until 1 week after Squirt Gun 1.0 is shipping. After this special ends, the price for the UP framework and it’s first tool will be $149.

At this time( but not set in stone ), the next tool planned for the UP framework is the Flag tool , a cloth simulator which will interact with Squirt Gun’s fluids. We expect the price for this and other future tools to range from $20 – $50, depending on how much work is involved. Each time a new tool is released the base price of the UP will increase to account for the additional new features. Each new tool will have it’s own limited time launch special pricing."

prometheus
03-19-2017, 05:54 AM
Highly unlikely. They don't have the manpower. These kinds of tools are best done by third party.
Newtek should focus on the core architecture of lightwave.

One thing I do like about Up is the on the fly meshing while its calculating the sim. Its easy to visualize how the fluid looks immediately.


http://hurleyworks.com/wordpress/portfolio/up/

"There will be 1 week long Early Bird Special launch shortly. During this period you can purchase a late beta version of the UP framework with Squirt Gun for $75. After the Early Bird Special ends, there will be an Open Beta price of $99 until 1 week after Squirt Gun 1.0 is shipping. After this special ends, the price for the UP framework and it’s first tool will be $149.

At this time( but not set in stone ), the next tool planned for the UP framework is the Flag tool , a cloth simulator which will interact with Squirt Gun’s fluids. We expect the price for this and other future tools to range from $20 – $50, depending on how much work is involved. Each time a new tool is released the base price of the UP will increase to account for the additional new features. Each new tool will have it’s own limited time launch special pricing."


Exciting stuff, price range seems fair as well, I do hope I can manage to get the time and test it quite a while before special prising, but then again..I have said no investments in lightwave plugins before the main app is finished, so I rather see that early bird pricing showing up after the next lightwave...but I suspect that isnīt feasable for you guys to wait on.

ianr
03-19-2017, 06:48 AM
P.B. Samurai is giving a good logic here,

I am sure that Mr.H.'s good offices here have had a thumbs-up,

or a Beady LW3DG eye over them ?

Anyway, DeepRising has been tested 'back door'

with Lighwave NeXT working Okay.

Turbulence is wayup & ready 2 go with LW NeXT.

Chris S. (Fez)
03-19-2017, 06:49 AM
I continue to use Lightwave because I find Lightwave fun to use. This seems derived from the same fun, artist-friendly universe.

Norka
03-19-2017, 07:01 AM
Does anyone know if multi-GPU (non-SLI) is used at all by UP/Flex, or just first GPU? I have three 980Ti and a fourth one coming. If UP/Flex is even better (faster/smoother) with multi-GPUs, that will be grand, fo sho. Anyone?

samurai_x
03-19-2017, 07:10 AM
I have said no investments in lightwave plugins before the main app is finished, so I rather see that early bird pricing showing up after the next lightwave....

Lw next release could be tom up to next year or 2020.
I don't want to wait just to access this cool plugin.


https://www.youtube.com/watch?v=9xAGx3HHMaE

prometheus
03-19-2017, 08:07 AM
P.B. Samurai is giving a good logic here,

I am sure that Mr.H.'s good offices here have had a thumbs-up,

or a Beady LW3DG eye over them ?

Anyway, DeepRising has been tested 'back door'

with Lighwave NeXT working Okay.

Turbulence is wayup & ready 2 go with LW NeXT.

I think this is fantastic..the simpler liquid stuff is long awaited since the Lightwave team itself didnīt have the resources to do anything else than tiny hv blending improvement for better "liquid" effects.
So now we have to runners up with hurleys flex engine, and deep fx ..though I may find the hurleys flex engine more interesting, I just need to get time and try those out.
And as you say..turbulenceFD has been on my mind for ages..but crashes in various versions, lack of paticle advection and a decent previewer for turbulence outside of vpr is what I missed, so I need to verify what will
be improved there on turbulenceFD, but that probably requires the new lightwave version with changed sdk to allow for particle advection.


Lw next release could be tom up to next year or 2020.
I don't want to wait just to access this cool plugin.


https://www.youtube.com/watch?v=9xAGx3HHMaE

I donīt want to wait either, donīt believe it will come to such long waiting time til 2020, probably a couple of months, guessing june or something, but then again I was wrong before when I guessed it would have been finished before christmas last year.
The thing is, if lightwave next release isnīt what I hoped for, or have huge issues in stability, then I really do not want to invest in all these cool plugins that now turns up, I would rather look at some other main app if it comes to such catastrofic lightwave release, letīs hope not...itīs just that I became quite disappointed in the latest 2015 release...that along with the long await makes me very unsure where to go.
Not painting the devil on the wall here, I am hoping for the best and the blog peaks are interesting..though they need to show more..or share planned release dates, and possibly new blogs with Even more features.

Then I ofcourse wonder how both deepfx and this flex engine would translate over the the next lightwave version?

samurai_x
03-19-2017, 08:14 AM
More playing around with settings. Screencaps not real time.
The meshing is generated on the fly which is great to see the liquid right away.

In the new version of the plugin(shown in Up particlebody video) it could probably add interactive chairs that would get swept away by the fluid.


https://www.youtube.com/watch?v=6JAGMpUDiN4

prometheus
03-19-2017, 12:50 PM
Itīs looking more and more impressive for each day..
By the way, how would for instance the advanced placement plugin work in concuction with the UP fluids?
Scenecase.... you have a little lake or flood or mud pool, and you want to place stones, small rocks that falls down a slope down to the mud pool and affecting the mud?
Thatīs one question..another interesting one, which I donīt think may be possible yet, that is if it would be possible to get the fluids to react to bullet dynamics bodies somehow?

tyrot
03-19-2017, 01:29 PM
this last video looks super cool

gamedesign1
03-19-2017, 04:57 PM
Looking really good, I would love to be able to render the mesh to see better what is possible from it :)

jboudreau
03-19-2017, 05:47 PM
Looking really good, I would love to be able to render the mesh to see better what is possible from it :)

Try using the save transformed object in layout while the simulation is playing. I haven't tested it myself but I know of one user that has and it worked great. It just saves one frame of your model so you can texture it and render it. I wish the demo was not so limited (but I understand) so you could really see the potential of this plugin.

It would of been nice to have a either a

particle limit count (like DeepFX does), time frame before the plugin stopped working (Like what hurley did with Advanced Placement) or even a watermark so you could render and test out more things before a full purchase.

Thanks,
Jason

samurai_x
03-19-2017, 07:54 PM
Try using the save transformed object in layout while the simulation is playing. I haven't tested it myself but I know of one user that has and it worked great. It just saves one frame of your model so you can texture it and render it. I wish the demo was not so limited (but I understand) so you could really see the potential of this plugin.

It would of been nice to have a either a

particle limit count (like DeepFX does), time frame before the plugin stopped working (Like what hurley did with Advanced Placement) or even a watermark so you could render and test out more things before a full purchase.

Thanks,
Jason


I'll try that and see how a render looks.
But I'm sure the early bird will be really soon. Everyone can find out how awesome this is for $75!
What I really like about this plugin is the on the fly meshing while its calculating and the potential of the Unified Physics environment.
If Hurley brings all the Flex features we can be using liquid, particles, cloth that interact with one another for 75+50+50 = 175 bucks! :dance:

samurai_x
03-19-2017, 09:09 PM
Thanks for that tip. Works in the demo version :D

Vpr render front projection with Up
http://forums.newtek.com/attachment.php?attachmentid=136313&d=1489979309

jboudreau
03-19-2017, 09:21 PM
I'll try that and see how a render looks.
But I'm sure the early bird will be really soon. Everyone can find out how awesome this is for $75!
What I really like about this plugin is the on the fly meshing while its calculating and the potential of the Unified Physics environment.
If Hurley brings all the Flex features we can be using liquid, particles, cloth that interact with one another for 75+50+50 = 175 bucks! :dance:

Yes I love the on the fly meshing too. That would be awesome. Have you played around with the Nvidia Flex Demo it's amazing what you can do. If hurley can get those features into lightwave it will be amazing! I can't wait for the early bird pricing launch.
Awesome glad to see that trick worked for you. Image looks great! Can't wait to see it all animated with final textures etc.

Thanks,
Jason

samurai_x
03-19-2017, 09:36 PM
Looking really good, I would love to be able to render the mesh to see better what is possible from it :)

You can save transformed while its calcuating. How cool is that?
I thought it would crash so didn't try it before. This plugin is extremely stable.

Vpr render front projection with Up
http://forums.newtek.com/attachment.php?attachmentid=136313&d=1489979309



Have you played around with the Nvidia Flex Demo it's amazing what you can do. I

Yep. That's what got me exited. I may finally ditch blender for fluid sims now.

samurai_x
03-19-2017, 11:42 PM
Another new video from Hurley. I think it won't be long now till we see it released.

This is really "fluid" workflow. :D
So seamless how it works with layout.

https://www.youtube.com/watch?v=rPDiPk_4ivA

jboudreau
03-20-2017, 12:24 AM
Another new video from Hurley. I think it won't be long now till we see it released.

This is really "fluid" workflow. :D
So seamless how it works with layout.

https://www.youtube.com/watch?v=rPDiPk_4ivA

It's available now!

Check it out http://hurleyworks.com/wordpress/portfolio/up/

Thanks,
Jason

vipvip242
03-20-2017, 03:56 AM
hi everybody : here is a little animation created this morning (rendered with Octane ) :

https://youtu.be/TSSENfCat84

A lot ogf fun with this plugin ! I've just a little problem : how to assign (simply and quickly) the same (octane) material to all the saved-objects of the object-sequence generated by UP ?
That's the reson why it is milk (and not wine) which is flowing actually ! :) The solution would be highly appreciated !

thanks

mav3rick
03-20-2017, 04:00 AM
very nice.....

gamedesign1
03-20-2017, 04:29 AM
You can save transformed while its calcuating. How cool is that?
I thought it would crash so didn't try it before. This plugin is extremely stable.

Vpr render front projection with Up
http://forums.newtek.com/attachment.php?attachmentid=136313&d=1489979309




Yep. That's what got me exited. I may finally ditch blender for fluid sims now.

Nice one, yeah I thought would have have crashed it. :)

samurai_x
03-20-2017, 04:33 AM
hi everybody : here is a little animation created this morning (rendered with Octane ) :

https://youtu.be/TSSENfCat84

A lot ogf fun with this plugin ! I've just a little problem : how to assign (simply and quickly) the same (octane) material to all the saved-objects of the object-sequence generated by UP ?
That's the reson why it is milk (and not wine) which is flowing actually ! :) The solution would be highly appreciated !

thanks

There's a surface UP_fluid_surface_holder. Before you bake your sim, adjust that surface so that it generates lwo with that setting. When you check your lwo sequence it will all have the same surface.
Or you can change surface editor to scene mode and save all objects after you load the obj sequence in layout after baking.

vipvip242
03-20-2017, 05:03 AM
if i remember well, i've already tried to adjust surface before simulating but it didn't work : so i've to retry the operation. Anyway, Thanks for the tips !

Norka
03-20-2017, 08:50 AM
Do we need to get a license from Steve before we can try the demo? I can't get UP to work.

mummyman
03-20-2017, 09:35 AM
I believe there was a "demoLicense.txt" file that extracts with the zip file.

sorry... scratch that.. I thought you meant the demo. Yes, you should email him your product lock code

Reco
03-20-2017, 09:45 AM
Thanks for that tip. Works in the demo version :D

Vpr render front projection with Up
http://forums.newtek.com/attachment.php?attachmentid=136313&d=1489979309

I would love to see the final rendered animation

Reco

Norka
03-20-2017, 09:52 AM
Mr. Mummy, I did mean the demo. I can't get it to work. All grayed out. I'd love to try UP. Please advise.

mummyman
03-20-2017, 09:54 AM
Did you see the txt file that came with the zip file? It should have extracted with the program folders. (I think) There was a license demo file in that you can copy and paste into the license field

Norka
03-20-2017, 09:56 AM
Aaaaaaahhhhhh! Thank you thank you!

mummyman
03-20-2017, 10:16 AM
Aaaaaaahhhhhh! Thank you thank you!

No prob.! Hope it works! Enjoy.. Hurley did an amazing job!

prometheus
03-20-2017, 01:33 PM
Kudos to the developers of nvidia flex UP, good of you guys to make sure there is an installation vid, along with installation notes in the read me files an links to those vids in that.
Though unfortunatly my installation was crashing, both on lw 11.6.3 and lw 2015 64 bit, it happened when trying to configure the menus, it may be due to very old nvidia drivers though, will have to change.

And it is looking fast and impressive really, and if that price tag is what is valid, then I think I will reconsider my stubborness and invest anyway, though I said I wonīt until I see whatīs in the next Lightwave release, from what Ivé seen in the presentations, I also like the UI and how fast you can get going.

Hurleyworks have really started to grow with this flex UP, the remesher which will also be interesting, and advanced placement etc.
Just need to figure out how you would approach an oil spill flowing along with a fire and smoke simulation flowing from that, if you simply could use the fluid particles to drive the velocity and birth of the turbulenceFD, either directly or by converting the flex particles to lw particles or something.

THIBAULT
03-20-2017, 02:11 PM
Do you think we can have foam one day with this plugins ?

Ztreem
03-20-2017, 02:49 PM
Kudos to the developers of nvidia flex UP, good of you guys to make sure there is an installation vid, along with installation notes in the read me files an links to those vids in that.
Though unfortunatly my installation was crashing, both on lw 11.6.3 and lw 2015 64 bit, it happened when trying to configure the menus, it may be due to very old nvidia drivers though, will have to change.

I had the same problem. New nvidia drivers solved the crash.

Daphne
03-20-2017, 03:01 PM
Sorry John, I can't make a Mac version until NVIDIA makes a Mac compatible version of Flex. So at this point I'm not even planning a Mac version.

Crud, I'm on a Mac too. Thanks for answering the question hurley. Still keeping my fingers crossed though.

Ztreem
03-20-2017, 03:59 PM
Do you think we can have foam one day with this plugins ?

If Hurley make modules for every feature included in FLEX then there should be possible for foam and alot of other cool stuff like smoke etc...
Take a look here. https://www.youtube.com/watch?v=1o0Nuq71gI4

samurai_x
03-20-2017, 08:58 PM
And it is looking fast and impressive really, and if that price tag is what is valid, then I think I will reconsider my stubborness and invest anyway


$75 is a no brainer if you do fluid projects.
Think about it 75 + $20-50 for each module Hurley adds. The price is very competitive to whats available out there not just lw.
There's almost no learning curve if you know fluids. It takes 20 minutes to produce something with the demo. I spent a couple of days in blender and a few weeks to get decent results and I still hate doing it there. :D




I would love to see the final rendered animation

Reco

Vpr render, front projection crap photo on box mesh.

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

samurai_x
03-20-2017, 11:47 PM
wine to water

https://www.youtube.com/watch?v=MZFnVE-TjUM&feature=youtu.be

mav3rick
03-21-2017, 03:05 AM
it looks cool except beginning when water hits wall it looks odd.. kind of it start climbing on walls .....

Reco
03-21-2017, 04:25 AM
Very nice and absolutely promising.

Reco

samurai_x
03-21-2017, 04:57 AM
it looks cool except beginning when water hits wall it looks odd.. kind of it start climbing on walls .....

It was intentional. Adhesion and dynamic friction would need to be higher if you don't want too much splattering.


https://www.youtube.com/watch?v=6JAGMpUDiN4

prometheus
03-21-2017, 12:21 PM
I had the same problem. New nvidia drivers solved the crash.

Thanks for that feedback, need to update them as soon as possible.

Norka
03-21-2017, 03:02 PM
I'd love to be able to manually set where LWO sequences get baked to. I do not use standard content directory workflow. Actually, I'll be very frustrated without this feature.

samurai_x
03-21-2017, 11:21 PM
I'd love to be able to manually set where LWO sequences get baked to. I do not use standard content directory workflow. Actually, I'll be very frustrated without this feature.

How's your content directory setup? Mine is just per project so it doesn't really matter much. Up saves it in the Object folder of my project.

mav3rick
03-22-2017, 04:17 AM
Hurley... for some reason .dll's from DEMO version corrupt LW config file on every startup.. after removing .dlls lw is back to normal. weird

Norka
03-22-2017, 06:39 AM
How's your content directory setup? Mine is just per project so it doesn't really matter much. Up saves it in the Object folder of my project.

I have c:\ as my content directory. I've got all SSDs, and keep all reusable assets on separate ones, like HDRI drive, PBR Textures drive, Trees/Plants/Landscaping drive, etc. Making the content directory the root of a drive seemed to be the only way to have LW save full paths of stuff in LWS and keep me from having to point to many different files every single time I open any LWS - which is a nightmare.

Regardless, I want to be able to specify any directory I want in an Explorer Choose Directory window (with ability to make new folder) when I save/bake/render/export anything, be it from PS, Painter, LW, AE, ZB... It is preposterous to not have this ability in any app that creates anything. I hadn't got far enough to try and get UP to save out filenames other than: UP_liquidMesh_0001.lwo, UP_liquidMesh_0002.lwo, UP_liquidMesh_0003.lwo, etc... but if there is currently no ability to set a base name, we need that as well.

Steve, please add a Choose Directory button in the next version. Thanks.

samurai_x
03-22-2017, 09:20 PM
I have c:\ as my content directory.

I never got that to work before. Lightwave would still pop up messages for texture path, etc. And checking lws in notepad the paths are not saved at all when I checked. Maybe I'll try it again with a new scene.

Maybe send Hurley a feature request for custom Up directories.

Stardust
03-22-2017, 10:04 PM
HI,

I'm trying out the latest Demo, sims crash halhway trough on LW 2015.3 :( , also my menus don't look anything like on the youtube videos...

mav3rick
03-23-2017, 03:34 AM
HI,

I'm trying out the latest Demo, sims crash halhway trough on LW 2015.3 :( , also my menus don't look anything like on the youtube videos...

demo is early build and does not include latest UI elements/features.. which is shame imho..

Stardust
03-23-2017, 03:38 AM
Just wondering if I was missing something

hurley
03-23-2017, 04:22 AM
HI,

I'm trying out the latest Demo, sims crash halhway trough on LW 2015.3 :( , also my menus don't look anything like on the youtube videos...

What's your particle count? Particle count limits are tied to the available memory on your graphics card. If you're sending more particle data to the gpu than it can handle it will crash.

The tool has evolved quite a bit since the first videos a month ago so the gui doesn't match the early videos. The current Demo interface is exactly the same as the Full versions interface except for the Simulation widget which only has Run and Reset options instead of the Bake, Step, Pause options of the Full version

hurley
03-23-2017, 04:29 AM
demo is early build and does not include latest UI elements/features.. which is shame imho..

Not true. Demo is completely full featured in terms of creating a simulation. It's not missing any UI elements except in the Simulation widget. It's crippled to not let you render or save out the fluid meshes

- - - Updated - - -


Steve, please add a Choose Directory button in the next version. Thanks.

Coming in the new version that should be out later today

Norka
03-23-2017, 06:19 AM
Oh Steve-o, thank you! Sorry if I sounded a bit harsh, but yeah this feature is desperately needed, and it would have really sullied an otherwise wonderful experience using UP.

So in a best case scenario, we would have a nice Choose Directory explorer window with a New Folder ability, and also a text field for base file name somewhere close to Choose Directory button.

mav3rick
03-23-2017, 06:29 AM
Not true. Demo is completely full featured in terms of creating a simulation. It's not missing any UI elements except in the Simulation widget. It's crippled to not let you render or save out the fluid meshes

i would be glad to have other way around demo limitations than simulation widget.. specially since i cannot stop calc with stop button. maybe scene keyframe limit to aprox 100-200 frames or dissable gaussian filter as without it sims are really not production accepted. Other than that i would gladly like to test it out more but at this point it is buggy as it is killing my config file. If i would not have corrupt lw config files every time i shut down after UP install (as mentioned previously by using provided nvidia .dll's) and fully featured interface maybe there will be more preoreders already.

Norka
03-23-2017, 06:30 AM
I never got that to work before. Lightwave would still pop up messages for texture path, etc. And checking lws in notepad the paths are not saved at all when I checked. Maybe I'll try it again with a new scene.

For some inexplicable reason, it seems to be a little hit or miss. I seem to be having much better luck than I did when I had Auto-Detect on, but it still asks to point to some stuff, sometimes... I have no gd idea why. I think that if you start with a completely clean slate (not opening a previous LWS and saving that anew), it works for the most part.

hurley
03-23-2017, 06:38 AM
Oh Steve-o, thank you! Sorry if I sounded a bit harsh, but yeah this feature is desperately needed, and it would have really sullied an otherwise wonderful experience using UP.

So in a best case scenario, we would have a nice Choose Directory explorer window with a New Folder ability, and also a text field for base file name somewhere close to Choose Directory button.

Like this?
136333

hurley
03-23-2017, 06:58 AM
i would be glad to have other way around demo limitations than simulation widget.. specially since i cannot stop calc with stop button. maybe scene keyframe limit to aprox 100-200 frames or dissable gaussian filter as without it sims are really not production accepted. Other than that i would gladly like to test it out more but at this point it is buggy and not demo ready. If i would not have corrupt lw config files every time i shut down after UP install (as mentioned previously provided nvidia .dll's is the cause of that) and fully featured interface maybe there will be more preoreders already.

I'm getting plenty of pre-orders and haven't heard any other complaints about being buggy. All I've heard is praise for how stable it is. I have't had a crash here in weeks and I'm pounding on it every day.

No matter what limitations go into the demo, someone will be unhappy. The best solution, which I am working on, is to render the demo into LW's viewport with Flex's shaders like I did in the very first videos (https://www.youtube.com/watch?v=BTPLYQXynSU) that were published. Unfortunately I haven't been able to do that yet after upgrading to Flex 1.1


If i would not have corrupt lw config files every time i shut down after UP
I can't imagine why that would happen and it's only happening to you. Let's try to figure that out first.

Did you install UP by following this video? (https://www.youtube.com/watch?v=RbhDRQPW2l0)

Can you send over one of your UP log files for me to look at?

Norka
03-23-2017, 07:18 AM
Like this?
136333

YES!!! Danke!

stevecullum
03-23-2017, 07:23 AM
I'm getting plenty of pre-orders and haven't heard any other complaints about being buggy. All I've heard is praise for how stable it is. I have't had a crash here in weeks and I'm pounding on it every day.

For the record, I've seen two crashes since trying the plugin a few days ago - so would agree it's pretty stable considering it's still in beta.

I'm probably the only one here that want's this, but would be great to able to use the vdb meshing features with Lightwave native particle system. While PFX can't do fluid sims, you can direct the particles with winds and paths, which for some effects is all that's needed - just rendering with native Hypervoxels is slow and looks too blobby of course.

This new plugin is tons of fun and currently costs less than a big night out ;)

hurley
03-23-2017, 07:45 AM
For the record, I've seen two crashes since trying the plugin a few days ago - so would agree it's pretty stable considering it's still in beta.

I'm probably the only one here that want's this, but would be great to able to use the vdb meshing features with Lightwave native particle system. While PFX can't do fluid sims, you can direct the particles with winds and paths, which for some effects is all that's needed - just rendering with native Hypervoxels is slow and looks too blobby of course.

This new plugin is tons of fun and currently costs less than a big night out ;)

Hey Steve,

Can you give me some idea what you were doing when it crashed? Is the crash repeatable? It would be very helpful if whenever there's a crash for people to send over the UP log file so I can try to figure out what happened.

Glad to hear you're enjoying UP:)

Mastoy
03-23-2017, 07:48 AM
Hey there :)
Does UP use all the CUDA cores, in case I have more than one GPU ?

ActionBob
03-23-2017, 07:50 AM
Don't really need as I find myself not doing too much 3d stuff these days.

However, I love the price point and I love the tools that Hurley is coming out with these days.

BOUGHT! Perhaps I need to make some time to play with all this stuff?

:-)

-Adrian

Norka
03-23-2017, 07:57 AM
Hey there :)
Does UP use all the CUDA cores, in case I have more than one GPU ?

Me too... And where do we download the new version when it is released later today?

hurley
03-23-2017, 07:57 AM
Hey there :)
Does UP use all the CUDA cores, in case I have more than one GPU ?

Not 100% sure but I think the answer is yes. NVIDIA has an SDK that lets you query GPU performance on the fly and I'm hoping to add gui to UP to see what's happening on the GPU while the plugin is running

hurley
03-23-2017, 08:00 AM
Me too... And where do we download the new version when it is released later today?

There'll be a download the latest version link on the UP page. I'll still trying to find time to officially launch the UP Open beta .. hope to do it today.

Mastoy
03-23-2017, 08:07 AM
Ok just bought it :D
Thx for the hard work and great plugins ;)

Stardust
03-23-2017, 08:23 AM
The UP Log File? or the LW dump or Both?

hurley
03-23-2017, 08:26 AM
The UP Log File? or the LW dump or Both?

Just the UP log file. There also might be a "SavedWork" file on your desktop after a crash that would be useful

What was the answer to how many particles you were generating?

Stardust
03-23-2017, 08:29 AM
Oh I thought I posted my answer.. lol, I wrote it but I guess I didn't post it. either 10k or 100k, plus hughe poly count objects with mega textures

OK, e-mail send!

hurley
03-23-2017, 08:33 AM
Oh I thought I posted my answer.. lol, I wrote it but I guess I didn't post it. either 10k or 100k, plus hughe poly count objects with mega textures

So you might be running out of gpu memory. Easy test is to try the same scene but replace the high poly models with something simpler and see if you still get a crash.

10k or 100k particles shouldn't be a problem

alexs3d
03-23-2017, 09:12 AM
i do not have an nvidia card and canīt play with it now but i already bought it cause of the framework and coming miniplugins,

and to support hurley for his great work :)

cheers alex

mav3rick
03-23-2017, 09:57 AM
Can you send over one of your UP log files for me to look at?

it is not UP that crashes.. neither LW crashes.. it is somethin happening at CLOSING LW... my assumption is somethin is writen over LW2015.3-64.CFG that corrupt it on next start up.. i will install UP again and try provoke it again. what is weird is that as soon i removed UP and NVIDIA .dll's that is properly installed as described in your video everything comes back to normal

hurley
03-23-2017, 10:31 AM
it is not UP that crashes.. neither LW crashes.. it is somethin happening at CLOSING LW... my assumption is somethin is writen over LW2015.3-64.CFG that corrupt it on next start up.. i will install UP again and try provoke it again. what is weird is that as soon i removed UP and NVIDIA .dll's that is properly installed as described in your video everything comes back to normal

That certainly is pretty weird. UP only writes to the log and config folders that live within the same folder where you put it.

Do you use Scan Directory to automatically add plugins on LW startup? That might be a problem. If you have UP somewhere within your LW install folder, try moving it to a folder outside your LW install and see if that makes a difference.

stevecullum
03-23-2017, 02:39 PM
Hey Steve,

Can you give me some idea what you were doing when it crashed? Is the crash repeatable? It would be very helpful if whenever there's a crash for people to send over the UP log file so I can try to figure out what happened.

Glad to hear you're enjoying UP:)

A pinged you an email :)

vipvip242
03-24-2017, 05:22 AM
Hi Everyboby,

here are some more liquid-wine-simulations done with UP (beta 0.805 which now include preset load/save ! )


https://youtu.be/v63VID9v2Zw

alexs3d
03-24-2017, 05:28 AM
Hi Everyboby,

here are some more liquid-wine-simulations done with UP (beta 0.805 which now include preset load/save ! )


https://youtu.be/v63VID9v2Zw

looks really nice...

Norka
03-24-2017, 06:43 AM
Steve, is the new 0802 up somewhere (other than Latest News)? That is still showing 0_8_0_1... Plugin show latest as being 0802...

hurley
03-24-2017, 07:02 AM
Steve, is the new 0802 up somewhere (other than Latest News)? That is still showing 0_8_0_1... Plugin show latest as being 0802...

I'm working on the official launch of the open beta with UP 0_8_0_5. It should be ready to go later this afternoon at the latest. There will be a download link for the latest update on the UP page for people who have already purchased the plugin. Thanks to everybody for the great support of this project so far! :)

Norka
03-24-2017, 07:22 AM
8_0_5_0 already!.. Wow! Does it have a bunch of new bells and whistles?

So Steve, do I understand this right; that UP (with separate add-ons) will ultimately be able to do smoke, fire, etc, kinda like a poor-man's TurbFD, but then also be able to do all of the Bullet-type stuff (but with big-time GPU acceleration)?

Lito
03-24-2017, 08:50 AM
Is there some kind of manual? I just got it and I can do all the things I did in the demo and now I can surface the object it creates, but when I closed the UP interface and scrubbed through using the LW interface nothing was baked? I think I am missing a step somewhere, it's been a while since I used layout for more than just test rendering an object.

vipvip242
03-24-2017, 10:57 AM
once you have baked, it generates an object sequence, saved in you 'obj' lightwave directory : you have to reload the sequence in a second time to use it...

Lito
03-24-2017, 11:26 AM
Thanks vipvip242, that was it.

stevecullum
03-24-2017, 01:27 PM
Steve, how did you create the spill demo on your website?

I've tried tipping a trough in similar way, but the liquid pours out the sides - assume this is because only static geo supported for now?

hurley
03-24-2017, 07:27 PM
Steve, how did you create the spill demo on your website?

I've tried tipping a trough in similar way, but the liquid pours out the sides - assume this is because only static geo supported for now?

No, I did that demo with the version you have. Maybe you just need to tweak the setting to prevent the collision detection from failing?

stevecullum
03-24-2017, 07:31 PM
No, I did that demo with the version you have. Maybe you just need to tweak the setting to prevent the collision detection from failing?

Oh ok, I'll play around a bit more with that then. Good to know it should work with animated objects :)

erikals
03-24-2017, 09:42 PM
edit, looked at wrong part of the video.

Norka
03-25-2017, 06:08 AM
Steve, you missed one up above (you're probably not getting enough sleep)

"..do I understand this right; that UP (with separate add-ons) will ultimately be able to do smoke, fire, etc, kinda like a poor-man's TurbFD, but then also be able to do all of the Bullet-type stuff (but with big-time GPU acceleration)?"

hurley
03-25-2017, 06:21 AM
Steve, you missed one up above (you're probably not getting enough sleep)

"..do I understand this right; that UP (with separate add-ons) will ultimately be able to do smoke, fire, etc, kinda like a poor-man's TurbFD, but then also be able to do all of the Bullet-type stuff (but with big-time GPU acceleration)?"

Sleep ... what's that?

No, that's not correct. UP will only support the features in the current version of Flex ... cloth, fluids, ropes, inflatables, soft bodies and to some extent rigid bodies. These are all using the GPU. They recommend using a 3rd party library for rigid bodies and I'll be using Newton, which currently doesn't use the GPU but might in the future. I've seen demos of Flex smoke but there's no example to learn from in the latest Flex release.

stevecullum
03-25-2017, 08:00 AM
Sleep ... what's that?

No, that's not correct. UP will only support the features in the current version of Flex ... cloth, fluids, ropes, inflatables, soft bodies and to some extent rigid bodies. These are all using the GPU. They recommend using a 3rd party library for rigid bodies and I'll be using Newton, which currently doesn't use the GPU but might in the future. I've seen demos of Flex smoke but there's no example to learn from in the latest Flex release.

I think 'diffuse particles' are supported by Flex, which would make the fluid sims more realistic - is that something you will be able to explore also?

erikals
03-25-2017, 08:46 AM
NVidia - The spray and foam in Flex is made through the use of diffuse particles.
http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/flex/manual.html

would be neat.

hurley
03-25-2017, 09:23 AM
I think 'diffuse particles' are supported by Flex, which would make the fluid sims more realistic - is that something you will be able to explore also?

Yes!

stevecullum
03-25-2017, 09:52 AM
Yes!

Frickin' Awesome! :D

Dillon
03-26-2017, 09:36 AM
I'll just put this here...

https://www.youtube.com/watch?v=NYPdGu3dM2k

Norka
03-26-2017, 10:10 AM
HOLY CRAP! I need THAT in LW! Having that ability, on top of the 3RD Powers tools would be...... can't.. find.. words.... Steve, get your *** to work on this!!! I'll be your first customer of this add-on!

hurley
03-26-2017, 10:21 AM
HOLY CRAP! I need THAT in LW! Having that ability, on top of the 3RD Powers tools would be...... can't.. find.. words.... Steve, get your *** to work on this!!! I'll be your first customer of this add-on!

Ok, done. (https://www.youtube.com/watch?v=4yaBZVr-s80). How's that for service? :)

Dillon
03-26-2017, 10:28 AM
OMG - are you going to take this code and plug it into UP?

This is bananas.

Norka
03-26-2017, 11:09 AM
Okay.. now I feel really, really stupid. I have known about AP all this time, and did consider buying it a couple times, but I was looking at it from a different perspective (landscaping). But for modeling more complex stuff, I think I am going to have to pull the trigger now.

I do have a question. Why would one need to convert AP instances to LW instances? What is the difference? Are AP instances not true instances, and thus uses tons more ram? You seem to be rendering fine with tons of trees etc, without converting to LW instances... I'm confused... The conversion process seems very time consuming and a big p-i-t-a. Too bad you can't automate that and have a Convert to LW Instances button... or could you?

hurley
03-26-2017, 12:12 PM
Okay.. now I feel really, really stupid. I have known about AP all this time, and did consider buying it a couple times, but I was looking at it from a different perspective (landscaping). But for modeling more complex stuff, I think I am going to have to pull the trigger now.

I do have a question. Why would one need to convert AP instances to LW instances? What is the difference? Are AP instances not true instances, and thus uses tons more ram? You seem to be rendering fine with tons of trees etc, without converting to LW instances... I'm confused... The conversion process seems very time consuming and a big p-i-t-a. Too bad you can't automate that and have a Convert to LW Instances button... or could you?

You don't have to convert AP instances to LW instances if you don't want to. All of our videos are renders of AP instances only. You can combine both in the same scene if you want to take advantage of LW's procedural tools and AP's paint capabilities. AP instances are true instances in the sense of geometry data reuse. But AP instances have extra overhead from being physics bodies and from AP's undo system. Yes, the conversion from AP to LW instances is a pain. Unfortunately, the LW SDK does not provide a way for plugins to create LW instances.

Norka
03-26-2017, 12:15 PM
So I could paint in a full landscaping scene with Octane surfaced meshes and render in Octane LW with no extra bs (not needing to take any extra steps)?

hurley
03-26-2017, 12:20 PM
So I could paint in a full landscaping scene with Octane surfaced meshes and render in Octane LW with no extra bs (not needing to take any extra steps)?

Yes.... the video above was rendered in Octane

Norka
03-26-2017, 12:23 PM
Hmm.. so in Octane Render Target, which is Octane technically using on AP stuff, Instance LW Clones or Render LW11+ Instances? Just curious.. maybe doesn't make much difference...

hurley
03-26-2017, 02:00 PM
Hmm.. so in Octane Render Target, which is Octane technically using on AP stuff, Instance LW Clones or Render LW11+ Instances? Just curious.. maybe doesn't make much difference...

Sorry, you lost me there. I don't have Octane and don't know how it works within LW. I just know you can use it to render AP instances. The only time AP makes LW clones is when generating lights (https://www.youtube.com/watch?v=tbVUXVltdFI), cameras or nulls. AP creates instances of LW items with geometry using the LWSDK InstanceHandler ... and internally LW treats them as instances, But there's no way for me to directly convert them into instances created by the native LW Instancer

There's an AP demo you can try. It's render crippled though so won't be able to use Octane

adk
03-26-2017, 05:46 PM
So I could paint in a full landscaping scene with Octane surfaced meshes and render in Octane LW with no extra bs (not needing to take any extra steps)?

Just to confirm on what Steve mentioned ... yes you certainly can, that's how the demo workflow was done. Plus Advanced Placement has improved a whole lot since we did that video.

adk
03-26-2017, 05:50 PM
Hmm.. so in Octane Render Target, which is Octane technically using on AP stuff, Instance LW Clones or Render LW11+ Instances? Just curious.. maybe doesn't make much difference...

Yup, that was done using instances, but you can just as easily do it using clones if you wanted. Obviously you can have a lot more instances than clones so that's why we went that route. You also have the ability to paint with low res place holder geometry, then swap out to high res when you render. That was done manually, just replace the files in question, but very much possible.

Norka
03-26-2017, 06:32 PM
Hey, thanks a bunch adk! I'm sure it will pay for itself lickety-split. And driving instances with surfs, points, weights, etc, can be pretty time-consuming, and probably not nearly as fun as I'm sure AP is.

hurley
03-26-2017, 07:07 PM
Yup, that was done using instances, but you can just as easily do it using clones if you wanted. Obviously you can have a lot more instances than clones so that's why we went that route.

That was true in earlier versions of AP but the current version does not Clone items with geometry

jboudreau
03-26-2017, 10:02 PM
Hi guys is it just me or is there no way to change your surface in Hurley Works UP plugin. From what I can tell you have to create your surface before running the simulation so it saves the surface to the sequence of meshes. But what happens if you want or have to tweak your surface after the fact? Would you have to change the surface for every single mesh? Am I missing something here?

Thanks,
Jason

samurai_x
03-27-2017, 01:11 AM
Hi guys is it just me or is there no way to change your surface in Hurley Works UP plugin. From what I can tell you have to create your surface before running the simulation so it saves the surface to the sequence of meshes. But what happens if you want or have to tweak your surface after the fact? Would you have to change the surface for every single mesh? Am I missing something here?

Thanks,
Jason

Its possible to change it after baking. Many ways to do it. Same as when using realflow, blender with lightwave.

samurai_x
03-27-2017, 01:14 AM
I think 'diffuse particles' are supported by Flex, which would make the fluid sims more realistic - is that something you will be able to explore also?


Yes!

Cool! That means tiny, tiny droplets and foam as secondary effects from fluid collision.

jboudreau
03-27-2017, 06:34 AM
Its possible to change it after baking. Many ways to do it. Same as when using realflow, blender with lightwave.

okay thanks, I never used the blender or realflow workflow before.

Thanks,
Jason

stevecullum
03-27-2017, 07:06 AM
okay thanks, I never used the blender or realflow workflow before.

Thanks,
Jason

This might help...
http://www.clintons3d.com/plugins/lightwave/sosl.html

jboudreau
03-27-2017, 07:10 AM
This might help...
http://www.clintons3d.com/plugins/lightwave/sosl.html

Thanks, I'll take a look at that script
Jason

Norka
03-27-2017, 06:28 PM
Yeah, that might come in handy.

I'm very happy to report that AP is working out great. Even plays nice in scenes that already have hundreds of thousands of instances of grass, trees etc, when I just want to toss some random stuff here and there. Great stuff. Okay, no more AP discussion in UP thread. :)