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Thread: Flowing water native emitters and HV

  1. #16
    Registered User 3dhotshot's Avatar
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    meanwhile at the bat cave ... (o_0)



    added some color grade to enhance colour grading of hvs enjoy as you see its quite fast to get a desired effect.

    raw renders straight out of lw
    Click image for larger version. 

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    Last edited by 3dhotshot; 05-15-2019 at 02:57 PM.

  2. #17
    Super Member JohnMarchant's Avatar
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    Very nice indeed.
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  3. #18
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by 3dhotshot View Post
    meanwhile at the bat cave ... (o_0)



    added some color grade to enhance colour grading of hvs enjoy as you see its quite fast to get a desired effect.

    raw renders straight out of lw
    Click image for larger version. 

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    The old days, for sure...old hv fan as I was, I donīt think it is worth trying to get fire and smoke in older lw versions at all, better of just to use a free software that does the jobwith free fluids fire and smoke much much better and realistic,
    either that or get lw 2019 if you plan to kling on to lightwave, the new vdb tools got the gas solver that will produce better looking fire and smoke, though longer to simulate.
    Hvīs are fun though, especially since the UI was/is so easy to work with.

    I applause you for get to know hvīs and trying to push it, but you will soon come to a limit and one day finding yourself in need for better fire and smoke..and you would have to drop hvīs and check real fluids anyway, so my suggestion would be to drop future time spending like this and work with the other tools,

    Fire and smoke rising and such with hvīs I think is just too obsolute, it still has some values for rocket trails, perhaps some clouds, and lastly explosions where it may work in many cases.

  4. #19
    Registered User 3dhotshot's Avatar
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    yes indeed Im just curious, and I am well aware of the linear nature of hvs and their limitations ... I have houdini and a few others its just for fun you see thanks for your noted input.
    Last edited by 3dhotshot; 05-16-2019 at 12:48 PM.

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  8. #23
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by 3dhotshot View Post
    Looking pretty good..when moving, but not at close up stills.
    A suggestion...if you got the time, make a huge cliff add background image with sky and clouds and see how it would fit in with a total scenery.

  9. #24

    one word...

    Beautiful!

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  10. #25
    Registered User 3dhotshot's Avatar
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    Yes for moving effect or camera fly over seems okay and from a distance yes but not for close ups .....
    Last edited by 3dhotshot; 05-25-2019 at 11:23 AM.

  11. #26
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by 3dhotshot View Post
    Yes for movimg effect seems okay and from a distance yes but not for close ups .....
    itīs the nature of the very thing, where special dedicated softare like real flow or houdini manage this by true fluids and direct simulation in a particle grid, where this kind of thing is kind of faking it with hypervoxels textures and not per particle simulation dynamics.

  12. #27
    Registered User 3dhotshot's Avatar
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    Click image for larger version. 

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    probably the most you can get out of this method @ 11.7s a frame close up at 848 x 480

    at Proms it is just an exploration of what is possible within the limits of this method yes RF TFD HOUDINI are better suited
    Last edited by 3dhotshot; 05-25-2019 at 02:15 PM.

  13. #28

    i thought it had a Very nice NPR style .

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  14. #29
    Registered User 3dhotshot's Avatar
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    thx erikals ... more detail and fine sprays should pass for close up as above distance.
    Last edited by 3dhotshot; 05-25-2019 at 05:02 PM.

  15. #30
    Registered User 3dhotshot's Avatar
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    straight out of lw ...
    Last edited by 3dhotshot; 05-26-2019 at 03:08 AM.

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