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Thread: OpenVDB not rendering?

  1. #16
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Ztreem View Post
    I know the feeling been there a year ago, now I havn’t started LW in months. You can render the explosion in blender and comp it with you lw render. Best would ofcourse be to get the vdb file to work in lw. Good luck!
    I think he should be able to get the vdb in there.

  2. #17
    Dreamer Ztreem's Avatar
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    Quote Originally Posted by prometheus View Post
    I think he should be able to get the vdb in there.
    With your help he will. I can’t help as I’ve not used the feature yet

  3. #18
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Ztreem View Post
    With your help he will. I can’t help as I’ve not used the feature yet
    Ill try, but he may have to wait til tomorrow for recordings, unless Rod manages to follow that instruction right..then he may solve it sooner,


    Unfortunately I got caught up in fun with burning flags, simulated with clothfx, exported as mdd with mdd baker, saving out both mdd and object at once in one special folder, then loading
    to blender, delete any subdiv modifier to avoid mismatch in points, correct flip axis, then go to weigth paint, create a vertex map called fire density and paint in where I want fire to emitt from.
    Quick smoke and advanced for the flag object and use vertex map ..So I am having fun with burning flags...a combo of a question around flag and clothfx or bullet for flags in another thread, and following upp
    my hints on using mdd to export to blender.

    Havent eaten anything after work, so itīs about time and then some relaxing watching something on the Tv tonight...maybe tomorrow.

  4. #19
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    No worries, prometheus... I got it working, at least mostly.

    One of my issues is that I am still using LW2018.0. So partially, I am dealing with whatever was broken with OpenVDB on that release that may have gotten fixed in a later release.

    I went back to Blender and freed my bakes. Then I set the bake to start at frame 2.

    Previously, when I would just load the second file in the sequence, it would crash nearly every time. I thought that maybe if I just started the bake from the second frame, then I would have the information I needed.

    Well, that worked. When I loaded the file into the null with OpenVDB, I had all of my options and it didn't crash.

    Set up my nodes and blackbody radiator, using flame for the OpenVDBNode and the Emission channel and Density for scattering and absorption and the explosion looked waaaaay better... far more detail and much more realistic than it had been previously.

    Checked it in VPR and it looked really good. Started to render a single frame, but it was going to take two hours for that one frame, so cancelled it.

    So that worked; at least, I had all of the channels available.

    Now if I can just get past Layout crashing every time I try to load the VDB sequence into a null in my simulation... ugh.

    Ah well.

    I really appreciate all the help and suggestions. Just the fact that I went from seeing nothing to a very serviceable explosion is huge progress.

    Will have to try to press these guys to update Lightwave and see if that provides a fix for the crashing.

    Thanks again!

  5. #20
    RETROGRADER prometheus's Avatar
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    Good luck, keep on working...that is what I did to get somewhere, stubborn is a middlename for many of us.

    I suspect VDB may be unstable in Lightwave, also a part of many other things I decided not to upgrade.

    Teaser flag, clothfX in lightwave, exported mdd to Blender, painted the areas where I wanted fire with weigth paint, then made sure the fluids fire acess this by setting advanced smoke for the flag to that very painted weight map, the cool thing is that I can continuously paint new areas on the flag if I think it is missing fire flames, or erase paint it if it gets to much, then just go back and hit play.

    I just canīt see myself being able to do that with such flexibility in Lightwave and using turbulenceFD, TFD doesnīt have any options to emitt fluids from weigth paint, and on top of all that..It doesnīt cost me anything than the invested parts for lw 2015.
    I havenīt even begun exploring blenders soft dynamics.

    Just an openGL preview of it to save time and file size and avoiding uploading to youtube for now.

    The principles could be applied for using fractured and bullet dynamic simulated collisions etc in Lightwave and savind mdd, then applying fire ..or smoke or explosions in blender.
    Attached Files Attached Files

  6. #21
    RETROGRADER prometheus's Avatar
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    I have to say though, I am glad that a lot of stuff can be shared quite nicely between Blender and lightwave, clothfx, or bullet ..mdd export it, run fluid fire sims on it in blender, send it back to lightwave with openVDB if needed.
    Using lightwave and OD copy and paste, pasting edges for skin modifier in blender, sending mesh back with armatur and continue animating in lightwave and render.

  7. #22
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    Had to finally give up on LW.... OpenVDB in version zero is almost entirely unusable for me.

    Seventy percent of the time, trying to load the VDB sequence crashes Layout. When it does load and I get it set up, one or another thing occurs that stops the render... and when I open the file again, "a crash has occured". Now the Layout file is useless and I have to start over again.

    Hopefully when I get ver. 2018.0.7 it will be more stable. Until then, I just exported an MDD of the simulation and imported it into the Blender file with the original explosion. I'll just have to work from there and render it out from Blender.

    Ah well. At least I got a little taste of the potential workflow.

  8. #23
    RETROGRADER prometheus's Avatar
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    Letīs see if this post getīs through due to the forum acting weird this day.


    Let me know how the mdd to blender and fluids works for you, strongly advice to use blender 2.79.3 and use the principled volume shader for fluids, just make sure to raise blackbody intensity.

    otherwise with 2,78...you need to wrestle with setting up nodes properly, you could look at youtube or other images of nodes for it though.

  9. #24
    RETROGRADER prometheus's Avatar
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    A quickie test..since the topic has evolved a bit in to openvdb questions...

    just a quickie test of running a bullet sim in lightwave from the 2015 content bullet/forces/ explosion scene.
    Then sending to blender by mdd baking, then painting a weightmap around the main break area with blenders weight paint..and then assigning that map to serve as fluid density map..from where blenders fluid is generated, simulate it in blender at a resolution of 101 divisions, and smoke high resolution at 4 divisions.
    Saving out the simulation as vdb uncompressed.

    Back to lightwave and adding a null, set it to openVDB and load the vdb file, creating a manual gradient in emission and in scatter channel, render out with VPR.
    I only have discovery edition so canīt get the best quality in there.
    I think I also set the step size to high ..so the quality could be better.
    Interpolation mode quadratic.


    Arggh...vimeo embeds not able to work within this forum..how do we solve that?

    https://vimeo.com/302915512


    <div style="padding:69.23% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/302915512?autoplay=1&loop=1" style="position:absolute;top:0;left:0;width:100%;h eight:100%;" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe></div><script src="https://player.vimeo.com/api/player.js"></script>

  10. #25
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    Quote Originally Posted by prometheus View Post
    A quickie test..since the topic has evolved a bit in to openvdb questions...

    just a quickie test of running a bullet sim in lightwave from the 2015 content bullet/forces/ explosion scene.
    Then sending to blender by mdd baking, then painting a weightmap around the main break area with blenders weight paint..and then assigning that map to serve as fluid density map..from where blenders fluid is generated, simulate it in blender at a resolution of 101 divisions, and smoke high resolution at 4 divisions.
    Saving out the simulation as vdb uncompressed.

    Back to lightwave and adding a null, set it to openVDB and load the vdb file, creating a manual gradient in emission and in scatter channel, render out with VPR.
    I only have discovery edition so canīt get the best quality in there.
    I think I also set the step size to high ..so the quality could be better.
    Interpolation mode quadratic.


    Arggh...vimeo embeds not able to work within this forum..how do we solve that?

    https://vimeo.com/302915512


    <div style="padding:69.23% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/302915512?autoplay=1&loop=1" style="position:absolute;top:0;left:0;width:100%;h eight:100%;" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe></div><script src="https://player.vimeo.com/api/player.js"></script>

    It must be something in version 2018.0 that is causing the issue with crashing. Even after I saved a file where I had successfully loaded the OpenVDB sequence and rendered from it and everything looked fine, if I closed that file and then tried to open it again, "A critical error has occurred. Close Layout?" and that's all she wrote. The file was corrupt from then on.

    We'll see how it goes when I get upgraded to 2018.0.7, although Blender is doing a good job of rendering the whole sequence with the imported assets and MDD files.

  11. #26
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by RPSchmidt View Post
    It must be something in version 2018.0 that is causing the issue with crashing. Even after I saved a file where I had successfully loaded the OpenVDB sequence and rendered from it and everything looked fine, if I closed that file and then tried to open it again, "A critical error has occurred. Close Layout?" and that's all she wrote. The file was corrupt from then on.

    We'll see how it goes when I get upgraded to 2018.0.7, although Blender is doing a good job of rendering the whole sequence with the imported assets and MDD files.
    Glad you found a way to render in blender then...and will see what happens with openVDB in the next upgrade for Lightwave.

    Many ways to shade with various options in openVDB in lightwave, full nodal or using the channels directly.
    It is however easier to tweak the fire and smoke shader in blender...If you use the principled volume shader, and as I mentioned before..I use a mix of copying the principled volume shader, then use a mix shader.
    check the attributes settings for them two..density attribute is on one shader set to density, and temperature attribute set to temperature, where the bottom principled volume shader has itīs density attribute set to flame and temperature attribute set to density.

    You write in the attribute name that you want, by writing in temperature instead of flame..that is what you get when the shader retrieves attribute inputs.


    Blender...

    Click image for larger version. 

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    Lightwave..

    Click image for larger version. 

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