EmberGen Tutorial: Flamethrowers!
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- Опубліковано 28 вер 2024
- In this tutorial, we’ll be creating a flamethrower with EmberGen’s particle emitter, we’ll learn a bit more about some of the particle emitter’s physics settings; stick around to the end to see a couple of experiments with frozen particles as a fuel source for scenery that catches fire!
Here’s a download link for the project file Ben created in this tutorial: jangafx-softwa...
Here’s a link to the ‘Simtuition’ video discussed briefly in this tutorial: • EmberGen Live Training...
If you have any questions or requests, please reach out on our Discord server or social media channels, we’d love to help! jangafx.com/di...
00:28 Laying The Groundwork
00:55 The Particle Emitter
02:28 Using the Particle Emitter Without a Shape
02:59 Particle Emitter: Injection
04:03 Shading
04:35 Making The Fuel Visible
06:31 Changing Some Simulation Settings
07:20 Particles and Active Forces
08:57 Particle Emitter: Jitter
09:58 Particle Emitter: Particle Life
10:27 Adding Buoyancy & Weight
11:18 Moving & Rotating The Emitter
12:30 Fuel Experiment 1
13:26 Fuel Experiment 2
15:19 Recap!
17:01 Note: Go Watch Our Simtuition Tutorials!
19:17 Power Move - Add Some Smoke!
Thanks so much for your tutorials. Love your style. These have really helped me get my head around the software.
Thank you for these tutorials!
Thank you!
Could you do an Engine thruster for the next one?
It would be amazing!
That sounds interesting! I will try and add it to the list. Thanks for the suggestion.
My flames look beautiful from a distance, but when it's close to the camera, the flames look like they're missing a lot of detail, this has been bugging me for a long time, what can I do to optimize the settings?
Thanks. It would be nice to show a similar effect without particles, because that's the only way to create loop effects at the moment.
One tip is to under Emitter: Particles , Injection, play with the Velocity fade over life -- creating a curve with 50% start and about 60% in the middle fading to 0% at 100% X axis feels and looks better
I am glad this series exist because more people know the more they will use it, embergen doesn’t have much good tutorials, love the tutorial can’t wait for the clouds tutorials.
thats cuz if you go from any other vfx software embergens easy af, but going in fresh its hard
month or two of houdini and embergen will feel easier, works better for me at least to use the hardest possible thing then use the most basic dumbed down thing, learn faster that way, feels less stressful and more comfortable to use the easier real time one.
Best series for EG yet, I'm a superfan!
"Keep flaming it until it's all gone"
The motto of my mom when it comes to dead leaves in her yard
IT'S THE ONLY WAY TO BE SURE!!
Yeahhhh❤loved it..
Fantastic tutorial
Great tutorial but I am at a bit of a loss at what you did right after you jumped to Particle Emitter : Jitter. The flames were straight and thin and all of a sudden they are thick and have more volume and less opacity.
Use an particle emitter and the jitter function to see what it does. It basically expands the radius of emission by jittering (randomizing) location based on its original starting point.
@@jangafx Thanks! Sorry,. I meant to say what you did right before you jumped to the Particle Emitter : Jitter.
Amaizing!!!
you are the best😍😍😍
In reality, fuel only emits light, when it´s burning, so basicly an intersection of the fuel channel and the temperature/flames channel. In Houdini and Cinema 4D, you can create such an intersection channel by blending both channels and create a custom channel. You can basicly mask one channel with another.
It would be really cool being able to create such a channel in Embergen´s VDB exporter directly. As opposed to flames or temperature, that channel being named "burn" would make most sense. Just a suggestion.
What´s the difference between the temperature and the flames channel? Besides obviously looking slightly different. I wasn´t able to find a good explanation about it.
For now I'm doubting any sort of burn channel in the near future. May be something for us to look into later. The temperature channel is the color transfer function (e.g. blackbody) lookup of whatever is burning, the flames channel is the amount that's burning. Twice as much stuff burning emits twice the light. The flames channel is fuel that's burning and it's made separate from the fuel channel for several reasons. A big one is that incomplete combustion is an irrecoverable state, meaning that fuel that turns into flames that can no longer sustain itself turns into smoke and not back to fuel. We can also have partially combusted fuel, e.g. there might not be enough oxygen to sustain instantaneous complete combustion.
@@jangafx That sounds so much more complex than Cinema 4Ds Pyro. No wonder Embergens results looks so much better and more natural. That´s why I am asking for all the missing features. Because if for example animated vertex maps in alembic import were working, I woud never use Pyro again. I do a lot of procedural stuff involving fields for triggering emission that at the current state, Embergen just doesn´t work for me most of the time.