Great tutorial, very thorough. Quick question though, how are you hiding the primitives while still using them to emit and interact with other particles
Emitter node > Activity > Show Same with other nodes Collider > general > show The other thing is under view in your preview window uncheck "All input shapes when paused".
Hi!! thanks..very useful video... I'd like to see interactions between LG and Blender and also Unreal... Im finding it hard to understand the relationship between DCCs.. especially scale and exporting to the correct fps... LG is simulating at 60fps.. but really u need either 24/25 or 30 fps for cinematics..when i export it will be very fast in blender for example... and in Unreal it will import in low resolution....and the fps thingy is still an issue in unreal as well... when u iport a character to LG to simulate liquid interaction.. it comes in VERY small.. even if blender is set to 1.0 in units...come to think of it.. perhaps the liquids in LG are too "big"??
I'll try to include Blender in my next tutorial about Import/exporting with Liquigen. I just wanted to get this out ASAP so people could start playing around without being lost. I'm not a blender user but will see where I can get with it.
After exporting my particles from liquigen to blender and then giving them a mesh via geometry nodes (Mesh to points node) how do i texture the particles?
Depends on how you do it. You can make an object have a floating animation and import that as a collision object. Or you can align an object to the surface and offset it in your DCC . But I don't think you can drop a rubber duck into Liquigen and have it float around live.
If you want it to spray wide look a my blood splat video (Put a cone in front of the emitter and up the direction it shoots in). If you want a jet of water just up the emission direction/target.
Wow... can't express how useful this was. Thank you! :)
These comments mean the world to us!
Great, thank you for your efforts to bring one of the first liquigen tutorials!
You're a godsend, man!!! Thank you so much! Subscribed!!!
Nice one! May need to try this out on my next project so this is super helpful and timely
great job here
Great stuff! Keep em coming.
Thanks for that tutorial man. It's a really good one. You deserve more views!
I agree haha
Very Helpful!! Thank you!!
Thanks guys ❤🔥
great video
thanks man!
Thanks!
Great tutorial, very thorough. Quick question though, how are you hiding the primitives while still using them to emit and interact with other particles
Emitter node > Activity > Show
Same with other nodes Collider > general > show
The other thing is under view in your preview window uncheck "All input shapes when paused".
Hi!! thanks..very useful video... I'd like to see interactions between LG and Blender and also Unreal... Im finding it hard to understand the relationship between DCCs.. especially scale and exporting to the correct fps... LG is simulating at 60fps.. but really u need either 24/25 or 30 fps for cinematics..when i export it will be very fast in blender for example... and in Unreal it will import in low resolution....and the fps thingy is still an issue in unreal as well... when u iport a character to LG to simulate liquid interaction.. it comes in VERY small.. even if blender is set to 1.0 in units...come to think of it.. perhaps the liquids in LG are too "big"??
I'll try to include Blender in my next tutorial about Import/exporting with Liquigen. I just wanted to get this out ASAP so people could start playing around without being lost.
I'm not a blender user but will see where I can get with it.
@@RoyalsAndRogues makes sense... but if you're not comfortable in blender I could also use an unreal workflow with Liguigen! :)
QUESTION: Would this be similar for Embergen too?
I have a beginner's guide for embergen. They are both node based and share some similarities but way more setting and inputs in Embergen
After exporting my particles from liquigen to blender and then giving them a mesh via geometry nodes (Mesh to points node) how do i texture the particles?
You can use an Add material node to give it a material
@@RoyalsAndRogues thanks for the reply, after doing some resesrch i found out on my own but i appreciate it!
Can I have the fluid travel along an imported spline?
Working on importing and attraction for the next tutorial.
@@RoyalsAndRogueslooking forward to it. this was super helpful
can you make object floating on the surface yet?
Depends on how you do it. You can make an object have a floating animation and import that as a collision object. Or you can align an object to the surface and offset it in your DCC . But I don't think you can drop a rubber duck into Liquigen and have it float around live.
We can not render it just for licencen
Wat?
how to export whitewater?
It's under particles instead of mesh. There are check boxes for each type and they should import as their own points clouds in your DCC
Can it spray water like a spray gun
Yes, easily. I don't cover that type of emission here but you could easily set it up.
If you want it to spray wide look a my blood splat video (Put a cone in front of the emitter and up the direction it shoots in).
If you want a jet of water just up the emission direction/target.