@@eliellgvs1 It won't look any different. Maybe Red Giant's Particular is more for you...? One can do much of the same stuff with Particular, and Transfer Modes are a snap there. If you ant to try another renderer - maybe test out Cycles4D - Insydium's "Redshift" competitor
This would be simple with Redshift. You can bring in the particle's color using an RSColorData node (I think that's what it's called), and then decide how you want to connect that to the Emission color of an RS Standard material. You could pipe the particle color through a black and white ramp to decide which particles emit strongly vs. which ones don't, and that will get added on top of the material's Diffuse color (which you can also pipe the particle color into).
i dont know why even tho i have really good pc, it just chokes the moment i add xpExplosiaFX to my object its no where near your performance, is there some settings im missing?
Do the Burn and Smoke settings have any impact on the strength or look of the advection? It'd be nice to get a deeper dive into what the real differences are between burn, fuel, smoke, heat, etc. and how each one impacts velocity, each other, etc.
You can advect Smoke, fuel, temp, (etc.) values onto the particles but only the velocity channel will add motion to the particles, For a deeper dive have a look at our Maintenance training videos on ExplosiaFX here on RUclips
Awesome as usual But we still need more tutorials for nexus The different between Nexus turbulence and xp-turbulence ...etc We still need more tutorials for nexus dear Help us for that
You can export the explosiaFX sim with an xpCache object as a VDB, to use in other applications/renderers. If this isn't quite what you meant, you can also head over to Discord for more advice.
Bob Walmsley is awesome tutorial presenter. Thanks XP & Bob!
This is so great! Love the longer top tips 🙌
The same here… Love longer tips as well. 7 minutes is still a short video…
Super helpful! It's a quick reminder just how powerful simple techniques can be.
Nice. How would you set up the "additive mode" for rendering with Redshift? I have not used Standard for final renders in a long time.
nobody does. 😂 Maybe you have to do it in comp, with blending mode?
@@eliellgvs1 It won't look any different.
Maybe Red Giant's Particular is more for you...? One can do much of the same stuff with Particular, and Transfer Modes are a snap there.
If you ant to try another renderer - maybe test out Cycles4D - Insydium's "Redshift" competitor
This would be simple with Redshift. You can bring in the particle's color using an RSColorData node (I think that's what it's called), and then decide how you want to connect that to the Emission color of an RS Standard material. You could pipe the particle color through a black and white ramp to decide which particles emit strongly vs. which ones don't, and that will get added on top of the material's Diffuse color (which you can also pipe the particle color into).
AMAAAAZING!!! realy looking forword for more fire and nexus. Thank you a lot!
Thank you for this Bob! Appreciate the knowledge you're sharing.
those videos are really helpful. thank you
Love your tips! Always fun! Thanks guys! And thanks for not using nexus this time around.
fantastic work
Oh this is a really nice 'hack' for fast particle renders!
i dont know why even tho i have really good pc, it just chokes the moment i add xpExplosiaFX to my object its no where near your performance, is there some settings im missing?
Thank you!
Thank you.🔥
Do the Burn and Smoke settings have any impact on the strength or look of the advection? It'd be nice to get a deeper dive into what the real differences are between burn, fuel, smoke, heat, etc. and how each one impacts velocity, each other, etc.
You can advect Smoke, fuel, temp, (etc.) values onto the particles but only the velocity channel will add motion to the particles, For a deeper dive have a look at our Maintenance training videos on ExplosiaFX here on RUclips
@@INSYDIUMLTD thanks I'll take a look at that training, just what I was looking for!
How would you create light trails like the ones in the old Ipad commercials create with Xp? Would love to see a tutorial about that
Awesome as usual
But we still need more tutorials for nexus
The different between Nexus turbulence and xp-turbulence ...etc
We still need more tutorials for nexus dear
Help us for that
Can we render this in RedShift?
Could you extract the data from the Pyro object?
You can export the explosiaFX sim with an xpCache object as a VDB, to use in other applications/renderers.
If this isn't quite what you meant, you can also head over to Discord for more advice.
hua li hu shao
bob