@@zaccsi562 Yeah from what I figured out if you use a force connected to the emitter node creates a force for only the emitter instead of the entire simulation. That's how you would get an initial velocity with emitted fluids.
How can i load an animated emitter and animated colission objects. For example a throw smoke grenade and it bounce over the walls and floor and people running and interact with smoke. Any solutions in Embergen for load animated alembic or fbx?
Hello. How to set the direction of movement of particles? They are constantly being issued upwards, like a fireplace. And I want to side, like shockwave. What nodes I should use or modify? Thanks!
We made it much better! I'd recommend watching this if you're looking for a good crash course: ruclips.net/video/Wwu4KrdYBY8/видео.html And a pretty serious crash course on simulations and how to understand them: ruclips.net/video/Mfc2xyE6GEM/видео.html
Hey Nick, just started playing with EmberFX through the Octane partnership. I am looking to create some fog VDB for a project I'm working on, I can't seem to get teh particles to roll along the ground, can't get gravity to pull them down to the 'floor'. Any suggestions?
First off so that you aren't disappointed if you are using the GPU particles render mode, they will not export to VDB. If you want gravity to pull a volume down though just increase the smoke weight. Might want to look at our "dry ice" presets as those showcase that very well. You can type in a custom smoke weight like 1500 if needed.
Thank you so much for the tutorial series, looking forward to more videos :)
+100 to that Travis! I am so glad I found this software! Looking forward to seeing your work in the FB group :)
At 02:05 you talk about holding alt to show that the blue is where the sphere is etc. This does not work for me. Did this change since april?
What GPU do you have? I just tested in 0.5.6.2 and it's working for me. Of course you need an emitter in the scene for it to work.
@@jangafx mine also doesn't show anything holding alt using version 0.5.6.2. Im on a GTX 1660.
@@switch2324 Turns out we changed the key to F7 temporarily since ALT is needed for wacom tablet navigation.
@@jangafx Thanks for the fast reply. Tutorials are great by the way. Looking forward to a few more 👍
is there a way I can add a starting velocity to the emitter to simulate a stationary jet exhaust?
have you found out how to do that?
cause i would really apreciate the info
@@zaccsi562 Yeah from what I figured out if you use a force connected to the emitter node creates a force for only the emitter instead of the entire simulation. That's how you would get an initial velocity with emitted fluids.
@@erosion01 yea i figured that out too, but i kinda feel like the max strenght on that is pretty weak
@@zaccsi562 you can type in values above what you can drag
@@erosion01 how tf did i not try that, thx
How can i load an animated emitter and animated colission objects. For example a throw smoke grenade and it bounce over the walls and floor and people running and interact with smoke. Any solutions in Embergen for load animated alembic or fbx?
Not out yet. Will be out in our next patch.
@@jangafx thanks a lot for answer. Maybe you know when this patch will be out? Or link to road map? Thanks in advance
@@mazeillusions End of March is our goal. You can see our roadmap here too: trello.com/b/ulnwrMxv/embergen-public-roadmap
Hello.
How to set the direction of movement of particles? They are constantly being issued upwards, like a fireplace. And I want to side, like shockwave. What nodes I should use or modify? Thanks!
You can adjust direction of particles in the Simulation node - Sim section - Advection offset or in the Wind section below. Hope it helps!
@@nikitaryumshin6877 Thanks
Why has the user interface changed all of a sudden ? What did you do sir ?
We made it much better! I'd recommend watching this if you're looking for a good crash course: ruclips.net/video/Wwu4KrdYBY8/видео.html
And a pretty serious crash course on simulations and how to understand them: ruclips.net/video/Mfc2xyE6GEM/видео.html
Is there any way to keep primitive shapes visible in exported image sequences?
Not yet, but it is planned for our next release.
Hey Nick, just started playing with EmberFX through the Octane partnership. I am looking to create some fog VDB for a project I'm working on, I can't seem to get teh particles to roll along the ground, can't get gravity to pull them down to the 'floor'. Any suggestions?
First off so that you aren't disappointed if you are using the GPU particles render mode, they will not export to VDB. If you want gravity to pull a volume down though just increase the smoke weight. Might want to look at our "dry ice" presets as those showcase that very well. You can type in a custom smoke weight like 1500 if needed.
hey.
how to make the domain bigger?
In the simulation node, change the voxel count and then click the "Apply resolution" button.
man sidefx needs to buy the hell out your company.