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Thread: BGEO to LightWave

  1. #1
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    BGEO to LightWave

    Hello

    I'm sharing some BGEO examples for who is interested (use with the LW2020 Partio Node).

    Low Particles (see example images below):
    https://drive.google.com/file/d/1QOC...ew?usp=sharing

    High Particles:
    https://drive.google.com/file/d/11zo...ew?usp=sharing

    Basic Fluid Sim:
    https://drive.google.com/file/d/1GIr...ew?usp=sharing

    I'll leave the download links for about 2 weeks.

    What I would be interested (and I have not been successful): Render the particles as volume (the 'To Volume' Node doesn't work for me or I don't know how to use it). I can render as mesh or as particles, but not as volume object.

    Also interesting would be good shading examples for the fluid by implementing the particle color somehow (from the Particle Info Node).

    Click image for larger version. 

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    Last edited by Marander; 04-24-2020 at 09:23 AM.

  2. #2
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    Thank you for sharing, Marander! I am looking forward to doing some experimentation with this when I get the chance.

  3. #3
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    Welcome!

    I added another particle type: PTC (works fine in LW2020 too) - an animated vortex

    https://drive.google.com/file/d/1YGh...ew?usp=sharing

    Click image for larger version. 

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    Unfortunately, smoke and fire results in too large files due to the domain (multiple gigabytes), so I cannot upload examples like that.

  4. #4
    Nice, but how to convert this on the mesh ?
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  5. #5
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    Quote Originally Posted by artzgo View Post
    Nice, but how to convert this on the mesh ?
    You might find some useful tips towards the end of this video posted by DarkChief to help resolve a problem that exists with LW2020 and Deep Rising FX 3.0:

    https://www.youtube.com/watch?v=Ft5O...ature=youtu.be

    At just after 17:00 in he uses the Partio Node to link to the data generated by Deep Rising
    Kevin F Stubbs

    Remember...one size does NOT fit all

  6. #6
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    Quote Originally Posted by artzgo View Post
    Nice, but how to convert this on the mesh ?
    I'm not sure I understand? You mean how to convert the imported particles into a volume mesh?

    I found 3 ways to use / render them in LW.

    1) Render as Signed Distance Field Volume. From Particle --> Grid --> Mesh Volume, improve quality by using the smoothing options

    2) Particles. Directly render the Particle system. Use the imported attributes (color, age etc.) if needed.

    3) Volume. Create a Volume object. Create a separate Null with the VDB nodes and reference the Volume object to that Null (described in the LW documentation). Use the imported attributes (color, age etc.) if needed.

  7. #7
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