I'm an EG user since 2020, not only their software is impressive, but their company is pretty much the opposite of Adobe, it's relatively small but they try to help you the best they can, they listen to users feedback and actually implemented a lot of features that even I myself remember suggesting such as the vdb value remapping. They've grown quite well and I hope it keeps going bc they absolutely deserve it!
The result I got didn't work at first in a blank file. I used a different vdb. But then I used same node groups for another blendfile, in a big scene I've made and then it worked perfectly! Thanks!
Color ramping it instead gives that crispier look lining up to how EmberGen renders fire (in EmberGen, there's also a color ramp in the shading chain doing that). But yea, temperature has its uses, it's just that I swapped it to a simpler approach for this particular shader.
Hmm, I need to think about it actually. p.s. Our Nebula course is all about volume shading, more or less, there's a TON of tips as for tailoring the look of the smokey substances so to speak :)
I still have a huge doubt, Like can't I export the file the way it is in Embergen? the simulation with the gradient and all? Lighting we can recreate in blender yeah ok, Is there any way ? Or VBD's should manually be shaded? Also what about GPU particles and their gradients? like what if i used a random per particle for color and I want the same in Blender?
I'm an EG user since 2020, not only their software is impressive, but their company is pretty much the opposite of Adobe, it's relatively small but they try to help you the best they can, they listen to users feedback and actually implemented a lot of features that even I myself remember suggesting such as the vdb value remapping. They've grown quite well and I hope it keeps going bc they absolutely deserve it!
That's awesome! At some point I wanted to reach out to 'em about something, don't remember exactly what was it, but I chickened out :D
Splitting the camera ray and emission is genius, that ks for sharing!
I just couldn't make it work and achieve the same luminescent quality of the smoke as if it's lit from the inside, without that little trick)
@@GlebAlexandrov I was having the exact problem a few weeks ago! Perfect fix
Who doesn't love some cool (or hot) fire and cg explosions. Looks very nice. :)
indeed!
Very cool!
thanks!
very well done Gleb❤
oh thanks! btw how's Before They Wake is doing?
@@GlebAlexandrov didn't do well. moved onto a new project., but also planned an update for Halloween season.
The result I got didn't work at first in a blank file. I used a different vdb. But then I used same node groups for another blendfile, in a big scene I've made and then it worked perfectly! Thanks!
Awesome! Glad to hear that :)
why not use the "temperature" attribute for colorization? there's a blackbody node
Color ramping it instead gives that crispier look lining up to how EmberGen renders fire (in EmberGen, there's also a color ramp in the shading chain doing that). But yea, temperature has its uses, it's just that I swapped it to a simpler approach for this particular shader.
I may give this a try, I gave Embergen a go a year ago and kind of forgot about it, mostly cos I gave up trying to learn embergen.
Yeah I've been also experimenting with it over years, in a lazy manner. Cool stuff.
good,Make me learn
Thanks! Is there any way to make this in eevee?
Do you have any tricks with shading regular smoke deserving of another video? Or its just about the density factor…Thanks
Hmm, I need to think about it actually.
p.s. Our Nebula course is all about volume shading, more or less, there's a TON of tips as for tailoring the look of the smokey substances so to speak :)
What is your GPU ? Rendering volumes take forever for me
RTX 2080TI.
Still watching the resolve course I got for $10 🎉
That's very much appreciated! The money collected will help us fund the upcoming projects, educational and not only :)
I still have a huge doubt, Like can't I export the file the way it is in Embergen? the simulation with the gradient and all? Lighting we can recreate in blender yeah ok, Is there any way ? Or VBD's should manually be shaded? Also what about GPU particles and their gradients? like what if i used a random per particle for color and I want the same in Blender?
first
WoO!