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Thread: Lightwave + Storm Granular Solver

  1. #31
    Steam username: Carm3D Carm3D's Avatar
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    Quote Originally Posted by raymondtrace View Post
    The Atlassian documentation at NextLimit shows changes today as they are ripping out mentions of LW. The last compatible version of the plugin was for 2015.
    That's probably because of my email today.
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  2. #32
    Registered User Wout's Avatar
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    Here's an update on the workflow from Storm to Lightwave:

    This is an obj sequence from Storm straight into Lightwave with geometry smoothing and all !

    Click image for larger version. 

Name:	honey__[1001-1150].gif 
Views:	111 
Size:	3.81 MB 
ID:	145894

  3. #33
    Haha,
    Keeping my attention.
    How is this going to work with our vdb opportunities?
    Can I make the puddle a lesser height? Water vs oil: a water puddle stands .025mm while an oil puddle might be .25mm in height.

    I have been unable to do lesser with the vdb system. That is to say, whatever it drips, I haven't figured out how to make it drip and puddle to a thinner depth than default. Hypervoxel has this mechanism.
    Robert

  4. #34
    Registered User Wout's Avatar
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    Ah yes; Well I'm still using LW 2015, so it doesn't have the VDB feature. Buuut, the puddle thing seems to be something fairly common in fluid sims. How about scaling the mesh down within a radius along the normal of the ' floor mesh' ? Sorry if I'm stating the obvious

  5. #35
    With vdb, I have yet to find a mechanism for scaling the volume.
    A mesh, yes, a statement of the obvious. Tuf little unit, or some such name, got that ability integrated into lw's hypervoxel system with Jarno joining the team, irc.
    Again, statements of the obvious kind.

    Has to be able to be done; I just haven't found the way to do it with vdb. Off-point, of sorts, but a good topic for this sim.

  6. #36
    Registered User Wout's Avatar
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    If I'm not mistaken you can go from VDB to mesh to VDB quite easily ? So that would allow you to scale the mesh ? ( Just thinking out loud here )

  7. #37
    haha, the speed of vdb is not that luxurious for such back and forth notions.

    Edit: me at work
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  8. #38
    Registered User Wout's Avatar
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    Quote Originally Posted by [email protected] View Post
    haha, the speed of vdb is not that luxurious for such back and forth notions.

    Edit: me at work
    I see, that's too bad..

  9. #39
    Registered User squarewulf's Avatar
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    Quote Originally Posted by Wout View Post
    Here's an update on the workflow from Storm to Lightwave:

    This is an obj sequence from Storm straight into Lightwave with geometry smoothing and all !

    Click image for larger version. 

Name:	honey__[1001-1150].gif 
Views:	111 
Size:	3.81 MB 
ID:	145894
    Would be nice to get particle data from storm into lw for instancing and sand etc.

  10. #40
    Registered User Wout's Avatar
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    Yeah, I've done quite a bit of that, but again using the Nextlimit importer. The obj saves out point clouds too, so you can add a instancer on top of that for sand. ( still under development so not in the current build I believe)

  11. #41
    Registered User squarewulf's Avatar
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    Quote Originally Posted by Wout View Post
    Yeah, I've done quite a bit of that, but again using the Nextlimit importer. The obj saves out point clouds too, so you can add a instancer on top of that for sand. ( still under development so not in the current build I believe)
    When you do it that way you get buggy instances since each point isnt usually consistent frame to frame.

  12. #42
    Registered User Wout's Avatar
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    True. (there's workarounds of course, making sure every point keeps the same ID )

    Proper Alembic support (dynamically generated geometry) would be very, very nice. ( NEWTEEEEEEEK ? )
    Last edited by Wout; 09-06-2019 at 09:31 AM.

  13. #43
    Registered User squarewulf's Avatar
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    Quote Originally Posted by Wout View Post
    (there's workarounds of course, making sure every point keeps the same ID )
    Could you elaborate?

  14. #44
    Registered User Wout's Avatar
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    Sure, you can point deform the meshed particles to create a morph for every frame and then use that sequence as a morph target in the deform properties. I haven't found a way to do this in Lightwave though..

  15. #45
    Registered User Wout's Avatar
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    Here's the latest animation I made with Lightwave & Storm:


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