Smoke sim to mesh from EmberGen to Blender full workflow under 10 minutes

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  • Опубліковано 11 вер 2024

КОМЕНТАРІ • 12

  • @MrQuide89
    @MrQuide89 5 місяців тому

    very useful and simple tutorial, well done

  • @Skovidesign
    @Skovidesign  Рік тому

    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.

  • @MrRac2010
    @MrRac2010 10 місяців тому

    Pero porqué convertir a malla si se puede trabajar con volumen y simular humo, gases etc ?? 😕

    • @MrRac2010
      @MrRac2010 10 місяців тому

      Importas el .vdb luego creas un material y listo. Why this cube? 🤔

  • @mohameedabdallah7652
    @mohameedabdallah7652 11 місяців тому

    Hello, I want to know how to export the vdb with particles to Blender. An example of this is the cannon explosion.

    • @Skovidesign
      @Skovidesign  11 місяців тому +1

      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.

  • @Grimstore
    @Grimstore Рік тому

    is there an advantage compared to running the smoke sim VDB directly ?

    • @Skovidesign
      @Skovidesign  Рік тому

      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.

    • @Grimstore
      @Grimstore Рік тому

      @@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 ?

    • @Skovidesign
      @Skovidesign  Рік тому

      @@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
      @Grimstore Рік тому

      @@Skovidesign Ahh OK I see, that's really important, you justified it well.

    • @Skovidesign
      @Skovidesign  Рік тому +1

      @@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.