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Thread: Looking for advice on modelling an explosion mushroom cloud.

  1. #16
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by XswampyX View Post
    Thanks.

    No I haven't... click click....

    Attachment 145619

    Yeah, it works in LW 2019.0.3

    I haven't installed the new one yet.
    Yes...but that we know, it was 2019.01 that was the issue, but others have tested my scenefile, and it doesnīt work there either, so I need to send it with a bugreport.
    https://forums.newtek.com/showthread...able-Now/page7

    So I needed to re-install 2019.0.3 in order to have some fun with it, also had way to many crashes with 2019.1...in the sense of never Had so many before, otherwise it solved issues with rotating with icons, orbit, pan and zoom that was halting at a certain degree, and it also solved the issue of broken undos in Ik booster, but putting that in relation to how much it crashed, itīs not worth it to use it till a fix comes along.

  2. #17
    Super Member XswampyX's Avatar
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    Quote Originally Posted by prometheus View Post
    Yes...but that we know, it was 2019.01 that was the issue, but others have tested my scenefile, and it doesnīt work there either, so I need to send it with a bugreport.
    https://forums.newtek.com/showthread...able-Now/page7

    So I needed to re-install 2019.0.3 in order to have some fun with it, also had way to many crashes with 2019.1...in the sense of never Had so many before, otherwise it solved issues with rotating with icons, orbit, pan and zoom that was halting at a certain degree, and it also solved the issue of broken undos in Ik booster, but putting that in relation to how much it crashed, itīs not worth it to use it till a fix comes along.
    Yep. It's frustrating. Especially when it all takes soooooo loooooong! CRASH!

    But it is getting better!

  3. #18
    Super Member Paul_Boland's Avatar
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    Thanks for all continued input on this and some awesome looking renders!! In the end, the project fell apart due to (yep) it looking like a flaming mushroom, and when I tried to clone it, Lightwave crashed every time. Project has been retired and I feel like Lightwave is leaving me behind...
    KnightTrek Productions
    http://www.knighttrek.com

  4. #19
    Registered User gdkeast's Avatar
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    Just the same, thanks for sharing your scene files.

  5. #20
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    Maybe this Houdini freebie is exportable to LW?
    https://www.orbolt.com/asset/SideFX:yronuke

  6. #21
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Free4Ever View Post
    Maybe this Houdini freebie is exportable to LW?
    https://www.orbolt.com/asset/SideFX:yronuke
    Tried with houdini apprentice, but canīt read the file which makes sense though considering it being the Apprentice version.
    So just do a new smoke fluid sim in houdini and export as VDB, or even simpler..do it all in Blender..and also export as vdb to render in Lightwave..where to job is to shade it right, the tricky part is to design the fluid motion so it getīs that rolling motion,
    thatīs sort of why Jarrod Davies did that motion with controllable polygons which the dynamite volumetric plugin adapted itīs size and rotation on to, then itīs nice blackbody fire temp gave it a nice look,
    the rest(the stem was just points moving upwards with morps I think, and using old legacy hypervoxels to get that look.


    Principles are the same as the pop it nuke, they did took inspiration from Jarrods approach.

    I think converting a mesh toroid with vdb tools mesh to volume (though it should be displaced first to get a bit of bulging) then make sure you drive a blackbody gradient with distance to a null that follows the center
    of the toroid while moving, could b enice, then you need to adress a stem with smoke sucked up as well.

    You can download the profile interview on the ftp servers..about 42 mb mov file..then watch it.

    http://ftp.newtek.com/products/LightWave/Profiles/
    or direct...
    http://ftp.newtek.com/products/Light...24-Profile.mov


    Get going with fluid smoke and fire and export to Lightwave, Is by far simpler and easier in blender to ligthwave than Houdini to Lightwave, while more complex and larger simulation may be much faster to simulate in Houdini, and quality perhaps may be easier to get right in Houdini.
    For houdini you need to be aware of which node to start adding a convert to vdb nodes on (pyroimport) then to that add a file output, furthermore add the _$F3 command just before the vdb extension for it to export out sequences properly.
    If not enough high resolution in Houdini, You can get away with adding VDB smooth node, but it may take away some detail then.

    Easier to just change cache in Blender to openVDB and run the simulation to get the sequences right, but you need to start with frame 1 to get the heat, temp channels..not a zero frame, and in Lightwave you also need to change pitch value of the VDB item to -90

  7. #22
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    Blender tutorial of mushroom cloud:
    https://youtu.be/e38Y_qOjMLA

  8. #23
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Free4Ever View Post
    Blender tutorial of mushroom cloud:
    https://youtu.be/e38Y_qOjMLA
    Yep..I have seen it before ..but have just skimmed it abit and not followed it through, you can however skip the whole shading part ..with the new PBR volume shader it is much easier.
    Wether or not it is necessary to process and save out to vdb and send it to Lightwave... or just render in blender is another question for those facing the task.
    I can tell you though that it may be prefered to keep the rendering in blender, it takes a bit of setup to tweak it right in Lightwave.

  9. #24
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    Just use one big cloud ball at the top instead of a lot of particles. It's a lot faster and easier to control and looks better and animates better.

  10. #25
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Dan Ritchie View Post
    Just use one big cloud ball at the top instead of a lot of particles. It's a lot faster and easier to control and looks better and animates better.
    Quote Originally Posted by Dan Ritchie View Post
    Just use one big cloud ball at the top instead of a lot of particles. It's a lot faster and easier to control and looks better and animates better.
    Yep..can work out nicely as well, just move the volume item up and reference itīs texture to a null which is non moving at the bottom, also with the new volumetrics, stretching it a bit so it becomes a little flatter than a round ball may help, additionally you add ref null to controll the flatness of that sphere volume item at the bottom.
    black body radiator referencing a center null, or the mushroom top itself.

    did some tries, but I honestly think if done right..nothing beats a fluid sim.

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