thats AWESOME WOW; im doing blender since 9 months and was always looking for smt like that, the only issu i have is that its not shown in reflections, the planes cast an accurate shadow but now reflection at all, does smb know why?
This is really cool. It is possible to use this with cycles? because with Cycles it looks black, so I don't know if there is some way to make this work with Cycles
For anyone wanting to use this in Cycles there's a really easy fix: 1. Go to the shader editor for each material and find the last Mix Shader that goes into the material output. 2. The factor input is plugged with a chain of nodes that start from an Ambient Occlusion node. That's what's causing the problem. Delete that. 3. Crank up the transparent in your light paths. 40 bounces should be good for resolution set to 50. 4. The results might not be perfect and you may encounter some weird artefacts so you'll need to fiddle with some power and map range values.
I just downloaded it and figured out the solution myself. 1. Go to the shader editor for each material and find the last Mix Shader that goes into the material output. 2. The factor input is plugged with a chain of nodes that start from an Ambient Occlusion node. That's what's causing the problem. Delete that. 3. Crank up the transparent in your light paths. 40 bounces should be good for resolution set to 50. 4. The results might not be perfect and you may encounter some weird artefacts so you'll need to fiddle with some power and map range values.
This is how Particle Illusion worked (20 years ago) and I’m glad its in Blender! PI was great for everything though, water, laser beams, flowers, matrix letter falls and all sorts of stuff that was genuinely usable. You should do a video on the asset browser which I cannot get working - they should ditch it and have a presets shelf like other programs
I agree that the asset browser is finicky - I'd use it more if it was easier to sort your assets and library, because mine is a mess at the moment. But I'm curious, do you have an example or two of a preset shelf that I could look up? I just want to see what it looks like in comparison to Blender's Asset Browser.
They should not ditch the Asset Browser. It needs improvement, if someone, maybe someone really interested wants to continue working on it, but ditching it should not even be a thought instead of improvement.
@@anomalyraven Blender's Asset Browser isn't finicky. You just don't want to do the work of sorting assets. Blender's Asset Browser is a lot similar to Source Filmmaker's asset browser, where you also have to manually put everything into folders.
This is also how Source Filmmaker (13 years ago) handles particles. It's all 2D textures, and it still the best way of handling particles for things like smoke and fire.
1. Go to the shader editor for each material and find the last Mix Shader that goes into the material output. 2. The factor input is plugged with a chain of nodes that start from an Ambient Occlusion node. That's what's causing the problem. Delete that. 3. Crank up the transparent in your light paths. 40 bounces should be good for resolutions set to 50. 4. The results might not be perfect and you may encounter some weird artefacts so you'll need to fiddle with some power and map range values.
hello thank you for sharing this, it can be used for many occasions, i tried it with blender 3.3, and during the animation, the square sprites are seen! you don't see the clear flame like in your video, i don't know what it depends on, maybe i have to do some extra settings? i don't know. anyway thank you very much!!!
This I'm not sure about - I generally more reference stuff like this in RUclips videos, so I just include it in the notes - I'm not sure what industry standard practice is if you include this in other projects
I'm not sure what's going on with your PC - maybe this exceeds the hardware you have? This is SUBSTANTIALLY faster than volumes. Are you sure you're in Eevee, not Cycles?
@@TheCGEssentials Yes i`m always in Eevee. Well I have an old video card GTX 1060 3gb, but most of the time I`m fine with hard surface modeling and animation.
@@insertanynameyouwant5311 Interesting - I'm not sure what the cutoff point is, but that's still a decent card as far as I know. What happens if you cut the resolution down in the modifier from something like 1000 to 100? Any better?
In general, I wouldn't try to. I'd just build the effects with the tools built into the game engines. This probably will not translate well to game engines
Hi everyone! Let me know what you think about these generators in the comments below! :)
thats AWESOME WOW; im doing blender since 9 months and was always looking for smt like that, the only issu i have is that its not shown in reflections, the planes cast an accurate shadow but now reflection at all, does smb know why?
This is really cool. It is possible to use this with cycles? because with Cycles it looks black, so I don't know if there is some way to make this work with Cycles
just for evee? in cylcle render just a blck
its not working on cycles ?
@@jesuss196 remove the ancient occlusion node on all these shaders and crank up transparency to 40
For anyone wanting to use this in Cycles there's a really easy fix:
1. Go to the shader editor for each material and find the last Mix Shader that goes into the material output.
2. The factor input is plugged with a chain of nodes that start from an Ambient Occlusion node. That's what's causing the problem. Delete that.
3. Crank up the transparent in your light paths. 40 bounces should be good for resolution set to 50.
4. The results might not be perfect and you may encounter some weird artefacts so you'll need to fiddle with some power and map range values.
Any way to make these work in Cycles?
I just downloaded it and figured out the solution myself.
1. Go to the shader editor for each material and find the last Mix Shader that goes into the material output.
2. The factor input is plugged with a chain of nodes that start from an Ambient Occlusion node. That's what's causing the problem. Delete that.
3. Crank up the transparent in your light paths. 40 bounces should be good for resolution set to 50.
4. The results might not be perfect and you may encounter some weird artefacts so you'll need to fiddle with some power and map range values.
This is how Particle Illusion worked (20 years ago) and I’m glad its in Blender! PI was great for everything though, water, laser beams, flowers, matrix letter falls and all sorts of stuff that was genuinely usable.
You should do a video on the asset browser which I cannot get working - they should ditch it and have a presets shelf like other programs
I agree that the asset browser is finicky - I'd use it more if it was easier to sort your assets and library, because mine is a mess at the moment. But I'm curious, do you have an example or two of a preset shelf that I could look up? I just want to see what it looks like in comparison to Blender's Asset Browser.
They should not ditch the Asset Browser. It needs improvement, if someone, maybe someone really interested wants to continue working on it, but ditching it should not even be a thought instead of improvement.
@@anomalyraven Blender's Asset Browser isn't finicky. You just don't want to do the work of sorting assets. Blender's Asset Browser is a lot similar to Source Filmmaker's asset browser, where you also have to manually put everything into folders.
Particle Illusion still works great! Just under different brand now
This is also how Source Filmmaker (13 years ago) handles particles. It's all 2D textures, and it still the best way of handling particles for things like smoke and fire.
Thank you for sharing, hoping to use these soon!
Pretty cool I want to use these for a RUclips series
You should be able to :)
OMG so much faster. Had to upgrade to 3.6 but it worked. Thanks!
What an awesome find! Thanks for sharing.
You bet!
Thank you so much for this! This is super helpful!
In the mode of render engine at cycles, the fire is black. Can you help me?
same
Ya, is there a possibility to use this in cycles?!?
1. Go to the shader editor for each material and find the last Mix Shader that goes into the material output.
2. The factor input is plugged with a chain of nodes that start from an Ambient Occlusion node. That's what's causing the problem. Delete that.
3. Crank up the transparent in your light paths. 40 bounces should be good for resolutions set to 50.
4. The results might not be perfect and you may encounter some weird artefacts so you'll need to fiddle with some power and map range values.
Top Video 👍👍👍. Thank you very much for your efforts. I really enjoy watching your videos.
very very thank you.
is that not used in cycles?
how can is use these in cycles
Thanks for sharing ❤
No problem 😊
@@TheCGEssentials Is there some way to get this to work in cycles?
@@isaacwardmusic I'm pretty sure it's specifically designed to work only in Eevee
@@TheCGEssentials Thanks for the response!
J"adore !!
hello thank you for sharing this, it can be used for many occasions, i tried it with blender 3.3, and during the animation, the square sprites are seen! you don't see the clear flame like in your video, i don't know what it depends on, maybe i have to do some extra settings? i don't know. anyway thank you very much!!!
Commodore 64 classic games were all about sprites. This that look like simulation are indeed faster to render than simulations.
I like sprites - I learned how to use them a bit in Unity and they were really fun, AND lightweight
will this work in cycles ?
i guess not.. it's just black cloud for me.. when i change to EVEE it's show up immediately
Can attribution information be added to the asset library as say an image file for reference and possible inclusion as needed.
This I'm not sure about - I generally more reference stuff like this in RUclips videos, so I just include it in the notes - I'm not sure what industry standard practice is if you include this in other projects
does anyone know, how to make them work in cycles?
yay
:)
so slooooow on my PC, almost unusable. I really was hoping for a faster than volume performance
I'm not sure what's going on with your PC - maybe this exceeds the hardware you have? This is SUBSTANTIALLY faster than volumes. Are you sure you're in Eevee, not Cycles?
@@TheCGEssentials Yes i`m always in Eevee. Well I have an old video card GTX 1060 3gb, but most of the time I`m fine with hard surface modeling and animation.
@@insertanynameyouwant5311 Interesting - I'm not sure what the cutoff point is, but that's still a decent card as far as I know. What happens if you cut the resolution down in the modifier from something like 1000 to 100? Any better?
@@TheCGEssentials oh yes, now it flies! thanx!
But what about cycles…? 😢
Eevee only. This is realtime.
@@Sonario648 😩
@@Sonario648😢
sadly work only whit eevee
What did you expect? Eevee is Blender's REALTIME engine. Cycles doesn't do realtime stuff.
@@Sonario648 okay, clap
huuuuuuwaaaatsuup guysss!!!??
:)
Can you teach us how to pass such effects to game engines?
In general, I wouldn't try to. I'd just build the effects with the tools built into the game engines. This probably will not translate well to game engines
@@TheCGEssentials I wish there was a method for this, thank you for answering my question, your videos are really useful.
@@vitoxen Every game engine has a method for this. I've personally done it in UE with Niagara Systems
Game Engines have their own system for doing this kind of stuff
will it work for cycles ?
i don't believe so. Every time in cycles i get nothing