Sorry for the notification sound at 5:10 :D I’m still new at this. Also I should have mentioned this in the video, but once you apply all these modifiers you can add any texture to your animated mesh.
Hi! I never did it so I'm not sure. But if you are having issues the particles not being included in your VDB, than those particles are probably mesh and need to be exported out separately as FBX maybe? Try to find the node that is responsible for the creation of particles and see if it has an export option.
Sorry, I don't understand your question. It is running the VDB directly, if you would overwrite the VDB files in your folder the animation/mesh would update accordingly in Blender.
@@Skovidesign You can play the vdb directly and shade it with a principeled volume like : ua-cam.com/video/VLzIusa6Mgc/v-deo.html without adding the different modifiers like you did. is the purpose being able to have a specific material on it ?
@@Grimstore Oh I see! Yes there are 3 things that come to mind: 1. I probably should have mentioned this in the video, but once you add these modifiers to the VDB you can apply any texture on the mesh with displacement and everything, which is great and allows you to be even more creative. 2. If you shade it with the principle volume, then it's gonna look like well, smoke and not like a solid mesh. There's nothing wrong with that, if that's what you are going for. 3. Rendering smoke is really heavy on Cycles, for comparison I rendered those scenes at the beginning of the video in 4k with 600 samples. With VDB turned to mesh it took me 40 seconds/frame to render, if I did the same but with the VDB file enabled and shaded it with principled volume it would have taken me 40 minutes/frame at same 4k and 600 samples.
@@Grimstore I think there's not much to justify. These are two different techniques yielding two very different results. One does not replace the other, use cases for both can be justified in specific scenarios.
very useful and simple tutorial, well done
Sorry for the notification sound at 5:10 :D I’m still new at this. Also I should have mentioned this in the video, but once you apply all these modifiers you can add any texture to your animated mesh.
Pero porqué convertir a malla si se puede trabajar con volumen y simular humo, gases etc ?? 😕
Importas el .vdb luego creas un material y listo. Why this cube? 🤔
Hello, I want to know how to export the vdb with particles to Blender. An example of this is the cannon explosion.
Hi! I never did it so I'm not sure. But if you are having issues the particles not being included in your VDB, than those particles are probably mesh and need to be exported out separately as FBX maybe? Try to find the node that is responsible for the creation of particles and see if it has an export option.
is there an advantage compared to running the smoke sim VDB directly ?
Sorry, I don't understand your question. It is running the VDB directly, if you would overwrite the VDB files in your folder the animation/mesh would update accordingly in Blender.
@@Skovidesign You can play the vdb directly and shade it with a principeled volume like : ua-cam.com/video/VLzIusa6Mgc/v-deo.html
without adding the different modifiers like you did. is the purpose being able to have a specific material on it ?
@@Grimstore Oh I see!
Yes there are 3 things that come to mind:
1. I probably should have mentioned this in the video, but once you add these modifiers to the VDB you can apply any texture on the mesh with displacement and everything, which is great and allows you to be even more creative.
2. If you shade it with the principle volume, then it's gonna look like well, smoke and not like a solid mesh. There's nothing wrong with that, if that's what you are going for.
3. Rendering smoke is really heavy on Cycles, for comparison I rendered those scenes at the beginning of the video in 4k with 600 samples. With VDB turned to mesh it took me 40 seconds/frame to render, if I did the same but with the VDB file enabled and shaded it with principled volume it would have taken me 40 minutes/frame at same 4k and 600 samples.
@@Skovidesign Ahh OK I see, that's really important, you justified it well.
@@Grimstore I think there's not much to justify. These are two different techniques yielding two very different results. One does not replace the other, use cases for both can be justified in specific scenarios.