FREE Fire and Smoke Generators for Blender are Here!

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  • Опубликовано: 18 дек 2024

Комментарии • 69

  • @TheCGEssentials
    @TheCGEssentials  Год назад +7

    Hi everyone! Let me know what you think about these generators in the comments below! :)

    • @bUildYT
      @bUildYT Год назад +1

      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?

    • @jesuss196
      @jesuss196 Год назад

      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

    • @MEHDI.HK.
      @MEHDI.HK. Год назад

      just for evee? in cylcle render just a blck

    • @minatonamikaze7427
      @minatonamikaze7427 11 месяцев назад

      its not working on cycles ?

    • @Pakilla64
      @Pakilla64 10 дней назад +1

      @@jesuss196 remove the ancient occlusion node on all these shaders and crank up transparency to 40

  • @Pakilla64
    @Pakilla64 11 дней назад +1

    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.

  • @liamwilson98
    @liamwilson98 10 месяцев назад +10

    Any way to make these work in Cycles?

    • @Pakilla64
      @Pakilla64 11 дней назад +1

      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.

  • @PrinceWesterburg
    @PrinceWesterburg Год назад +5

    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

    • @anomalyraven
      @anomalyraven Год назад

      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.

    • @Sonario648
      @Sonario648 Год назад +1

      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.

    • @Sonario648
      @Sonario648 Год назад

      @@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.

    • @descendinguniverse
      @descendinguniverse Год назад

      Particle Illusion still works great! Just under different brand now

    • @Sonario648
      @Sonario648 Год назад +1

      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.

  • @TheBLACKX72
    @TheBLACKX72 11 месяцев назад

    Thank you for sharing, hoping to use these soon!

  • @AresAnimation
    @AresAnimation Год назад +1

    Pretty cool I want to use these for a RUclips series

  • @123masteryoda123
    @123masteryoda123 Год назад

    OMG so much faster. Had to upgrade to 3.6 but it worked. Thanks!

  • @FeRReTNS
    @FeRReTNS Год назад

    What an awesome find! Thanks for sharing.

  • @figaro-dg5c5
    @figaro-dg5c5 Год назад

    Thank you so much for this! This is super helpful!

  • @elumYT
    @elumYT Год назад +8

    In the mode of render engine at cycles, the fire is black. Can you help me?

    • @EBRDesigns
      @EBRDesigns 10 месяцев назад

      same

    • @M.I.F..
      @M.I.F.. 9 месяцев назад

      Ya, is there a possibility to use this in cycles?!?

    • @Pakilla64
      @Pakilla64 11 дней назад

      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.

  • @b.f.5705
    @b.f.5705 8 месяцев назад

    Top Video 👍👍👍. Thank you very much for your efforts. I really enjoy watching your videos.

  • @mytechexplanations6923
    @mytechexplanations6923 5 месяцев назад

    very very thank you.

  • @wegiveup_
    @wegiveup_ 11 месяцев назад +3

    is that not used in cycles?

  • @gamerzstencils6266
    @gamerzstencils6266 10 месяцев назад +2

    how can is use these in cycles

  • @curiousity271
    @curiousity271 Год назад

    Thanks for sharing ❤

    • @TheCGEssentials
      @TheCGEssentials  Год назад

      No problem 😊

    • @isaacwardmusic
      @isaacwardmusic 8 месяцев назад

      @@TheCGEssentials Is there some way to get this to work in cycles?

    • @TheCGEssentials
      @TheCGEssentials  8 месяцев назад +1

      @@isaacwardmusic I'm pretty sure it's specifically designed to work only in Eevee

    • @isaacwardmusic
      @isaacwardmusic 8 месяцев назад

      @@TheCGEssentials Thanks for the response!

  • @raoulette
    @raoulette Год назад

    J"adore !!

  • @Pascal74264
    @Pascal74264 Год назад

    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!!!

  • @jaripeltola
    @jaripeltola Год назад

    Commodore 64 classic games were all about sprites. This that look like simulation are indeed faster to render than simulations.

    • @TheCGEssentials
      @TheCGEssentials  Год назад

      I like sprites - I learned how to use them a bit in Unity and they were really fun, AND lightweight

  • @akashseth4014
    @akashseth4014 Год назад +2

    will this work in cycles ?

    • @zubbapmdemeli4684
      @zubbapmdemeli4684 10 месяцев назад

      i guess not.. it's just black cloud for me.. when i change to EVEE it's show up immediately

  • @ClassProjects1963
    @ClassProjects1963 Год назад

    Can attribution information be added to the asset library as say an image file for reference and possible inclusion as needed.

    • @TheCGEssentials
      @TheCGEssentials  Год назад

      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

  • @maxstealsstuff4994
    @maxstealsstuff4994 11 месяцев назад

    does anyone know, how to make them work in cycles?

  • @QuantayPeoples
    @QuantayPeoples Год назад

    yay

  • @insertanynameyouwant5311
    @insertanynameyouwant5311 Год назад +1

    so slooooow on my PC, almost unusable. I really was hoping for a faster than volume performance

    • @TheCGEssentials
      @TheCGEssentials  Год назад +1

      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?

    • @insertanynameyouwant5311
      @insertanynameyouwant5311 Год назад

      @@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.

    • @TheCGEssentials
      @TheCGEssentials  Год назад +1

      @@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?

    • @insertanynameyouwant5311
      @insertanynameyouwant5311 Год назад

      @@TheCGEssentials oh yes, now it flies! thanx!

  • @vay911.
    @vay911. Год назад +3

    But what about cycles…? 😢

    • @Sonario648
      @Sonario648 Год назад

      Eevee only. This is realtime.

    • @vay911.
      @vay911. Год назад

      @@Sonario648 😩

    • @M.I.F..
      @M.I.F.. 9 месяцев назад

      ​@@Sonario648😢

  • @diegopilloni727
    @diegopilloni727 Год назад +4

    sadly work only whit eevee

    • @Sonario648
      @Sonario648 Год назад

      What did you expect? Eevee is Blender's REALTIME engine. Cycles doesn't do realtime stuff.

    • @diegopilloni727
      @diegopilloni727 Год назад

      @@Sonario648 okay, clap

  • @fortytwo244
    @fortytwo244 Год назад +1

    huuuuuuwaaaatsuup guysss!!!??

  • @vitoxen
    @vitoxen Год назад

    Can you teach us how to pass such effects to game engines?

    • @TheCGEssentials
      @TheCGEssentials  Год назад +1

      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

    • @vitoxen
      @vitoxen Год назад

      @@TheCGEssentials I wish there was a method for this, thank you for answering my question, your videos are really useful.

    • @flyegobaby
      @flyegobaby Год назад

      @@vitoxen Every game engine has a method for this. I've personally done it in UE with Niagara Systems

    • @lonelylama5222
      @lonelylama5222 10 месяцев назад

      Game Engines have their own system for doing this kind of stuff

  • @katsuedits8655
    @katsuedits8655 Год назад +1

    will it work for cycles ?

    • @MrPurposebydesign
      @MrPurposebydesign Год назад

      i don't believe so. Every time in cycles i get nothing