prometheus
REBORN
And some blender pipeline fun..
when exporting out that gas solver sim processing to fog to level set and save to mesh, open in moder save out as obj, send to blender
Add empty volume, use mesh to volume modifier and target the obj file, add a volume mesh displacement and choose noise texture of your liking, that part is where it is fun in blender, and it would be so much more convoluted to try and
approach it in lightwave, in blender you simply add a remesh modifier, and duplicate the obj as a segment, and again, and again..move and scale, rotate etc..and it will remesh fuse as one mesh if you work in edit mode with "display modifier in edit mod" active.
While doing this, the volume to mesh is maintained and you can can move around the segments and scaling and the volume to mesh will follow, a bit of a lag depending on resolution, but it works.
Same with sculpting and using snake hook and all kinds of sculpting tools, the volume to mesh and its volume displacement is adapted to that during the work of sculpting.
That said, it is of course more smoother to not work on sculpting the mesh and remesh while having the volume to mesh activte but only turn it on when you are done with that.
But scultping like this with a remesh active, and a volume active on it, as well as volume displace to distort the volume..not possible in Lightwave.
Just the workflow of hooking up cgs boolean nodes in blender to remesh, is while flexible and powerful also not anywhere near the way of efficiency for just a fuse of the mesh as we can do with remesh modifier in blender and working in edit mode.
I tend to post expanded image canvases of fullscreenshots instead of posting several images and reload each time, if that may cause any issues of slow loading here in the forums, please let me know.
Snake hook sculpt to deform additionally, just testing..so just get the picture of the ease of workflow for this stuff, which I would say is pretty much impossible in Lightwave.
A process of actuall fluid volume gas simulation, then converting to mesh, then to sculpt work on that mesh, then to convert back to volume, and add additional noise.
never mind the looks of it, it´s just conceptual to demonstrate the appliance of it all, I didn´t bother at all to make anything of looking great or paying attention to features here, just technological testing of the features.

when exporting out that gas solver sim processing to fog to level set and save to mesh, open in moder save out as obj, send to blender
Add empty volume, use mesh to volume modifier and target the obj file, add a volume mesh displacement and choose noise texture of your liking, that part is where it is fun in blender, and it would be so much more convoluted to try and
approach it in lightwave, in blender you simply add a remesh modifier, and duplicate the obj as a segment, and again, and again..move and scale, rotate etc..and it will remesh fuse as one mesh if you work in edit mode with "display modifier in edit mod" active.
While doing this, the volume to mesh is maintained and you can can move around the segments and scaling and the volume to mesh will follow, a bit of a lag depending on resolution, but it works.
Same with sculpting and using snake hook and all kinds of sculpting tools, the volume to mesh and its volume displacement is adapted to that during the work of sculpting.
That said, it is of course more smoother to not work on sculpting the mesh and remesh while having the volume to mesh activte but only turn it on when you are done with that.
But scultping like this with a remesh active, and a volume active on it, as well as volume displace to distort the volume..not possible in Lightwave.
Just the workflow of hooking up cgs boolean nodes in blender to remesh, is while flexible and powerful also not anywhere near the way of efficiency for just a fuse of the mesh as we can do with remesh modifier in blender and working in edit mode.
I tend to post expanded image canvases of fullscreenshots instead of posting several images and reload each time, if that may cause any issues of slow loading here in the forums, please let me know.
Snake hook sculpt to deform additionally, just testing..so just get the picture of the ease of workflow for this stuff, which I would say is pretty much impossible in Lightwave.
A process of actuall fluid volume gas simulation, then converting to mesh, then to sculpt work on that mesh, then to convert back to volume, and add additional noise.
never mind the looks of it, it´s just conceptual to demonstrate the appliance of it all, I didn´t bother at all to make anything of looking great or paying attention to features here, just technological testing of the features.

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