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karlieman
05-23-2008, 01:24 PM
i was reading a tut about fire in LightWave 9 and someone said something about a fire plugin dose any body no were i could find it.

walfridson
05-23-2008, 01:43 PM
http://www.cantarcan.com/v12/index.html
http://www.polas.net/smoke/
http://www.dynamic-realities.com/pyro/index.html

karlieman
05-24-2008, 07:06 AM
I'm sorry the free dynamite plugin kept making my layout bomb, and all the others cost money. do you know of any free fire plugins.:lwicon:

walfridson
05-24-2008, 07:28 AM
You can use particles + hypervoxels
or using volumetric lights(very simple fire...)

http://members.shaw.ca/lightwavetutorials%20/Main_Menu.htm

karlieman
05-24-2008, 07:40 AM
do you know of any other fire plugin because i cant get the look i need with hv's. maybe this will help you i making a missile fly in the air and i need to make the exhaust.:lwicon:

karlieman
05-24-2008, 09:19 AM
i really would like help with this subject if someone knows were to find the plugin can some one reply.:lwicon:

wavk
05-24-2008, 01:07 PM
there are no more plugins other then mentioned here.

exhaust and smoke trails are easily made with particles and hv's and can look good.
no 3rd party plugs needed.


mlon

karlieman
05-24-2008, 01:18 PM
i was not talking about a new plugin i meant i different site to get it from. do you of any?

karlieman
05-24-2008, 01:19 PM
i was not talking about a new plugin i meant a different site to get it from. do know you of any?

LazyCoder
05-24-2008, 07:14 PM
Umm... those are the developers sites... if there ARE any other sites that carry the plugins... they'll wanna know about it (cracks knuckles).

prometheus
05-24-2008, 07:58 PM
Yay..karlieman, you really donīt need any of those plugins for jetsmoke or trails, what you do need thou is to take some time to learn hypervoxels, without spending time with it you wonīt be going anywere.

Hypervoxels sprite can work out pretty decent if you learn to put some gradients on some different channels such as lumunosity,color and opacity and perhaps density also dissolve channel.

best realistic look is hv volumetric mode, but longer to render and its, best to render out in passes and do some blurring in compostition programs.

pyro was hell of a slow plugin and not directly suitable for jetsmoke,fire and smoke plugin from pavel olas can be good for burning stuff and normal fire but
You really donīt have a need for that for jetsmoke.

Michael

prometheus
05-24-2008, 08:08 PM
check this thread and my post theres a little movie clip there.
http://www.newtek.com/forums/showthread.php?t=79969


a little sample I posted a while ago, just hv sprites and jetsmoke shouldnt look like this really I was just testing, the smoke should be more white gray
but you get the idea.
would have looked better perhaps with hv volume mode.

Michael

karlieman
05-25-2008, 10:36 AM
maybe since now what your talking about you guys could explain how to make a explosion with hv's and particles. i finally got the look i needed with hv's for the rocket 59158and here's a picture of it.

prometheus
05-25-2008, 11:32 AM
Hey karlieman, I will give you some tips about explosions but first, som tips on
the Hv trail you have goin on.

firstly you might wanīt to parent a Point light at the missiles exhaust, that will light up the hypervoxels and the rest of the scene more naturaly, and set the illumination model to rayleigh.

Another thing you might wanīt to do is to turn of volumetric shadows,and textures in the hypervoxels volume shading tab, that will speed up everything
alot, You can instead give the voxels a bit more depth by using gradients on
the lumunosity color and opacity channels.

Ohh..you have very sharp edges on your missile trail, try and soften that up
by lover the thickness or and just a little more smoothness,
also to soften that up try a gradient set to local density on the dissolve channel, You have to play around with that , or do a search on Mr rids
articles about smoke fire, He has a description on how to.

as far as explosions, Use a null for the big center boom and add hypervoxels on that, scale the null at the keyframe you want it to be big, or use the particle size envelope or texture to scale it, I donīn recomend using particles for the big blast, use particles for smaller debris, or particle trails.

check the siggraph videos, itīs the last video by greg sullivan particles tutorial
on how to make trails.
http://www.newtek.com/shows/siggraph/2007/index.php

And for setting up the null explode check..
http://members.shaw.ca/lightwavetutorials%20/effects.htm

Or
http://dsnake.de/tutorials.htm klick the images to get to the pdf tutorials.

feel fre to ask if you get stuck or donīt understand something.
Oh..by the way...set a little stretching on the particles velocity, otherwise it will give more of a puff ball look that breaks
Up the particle trail.

Michael

karlieman
05-25-2008, 12:13 PM
thanks man, i did the procedural texture for shadows, added the point light, added the hv stretch, and bumbed the antialiasing up to 7. and here is the picture of that.59161 and as for the explosion i decided to do it differently and here is the picture of the explosion.59162

karlieman
05-25-2008, 12:21 PM
there was just one more thing do u know how to make a atomic explosion?:lwicon: