redshiftfan 0 Posted December 26, 2017 Looks very interesting and nice shading. Thanks! Share this post Link to post Share on other sites
lzm1600325143 0 Posted January 5, 2018 Thank you so much Share this post Link to post Share on other sites
Follyx 25 Posted January 13, 2018 Awesome. Thank you. Share this post Link to post Share on other sites
db.digital 0 Posted January 16, 2018 Thanks for sharing these! Share this post Link to post Share on other sites
953u6015t 172 Posted January 28, 2018 (edited) Basic smoke solver built within SOP solver, utilising openVDB nodes. Happy exploring & expanding =) P.S. DOP’s smoke solver still solves quicker in many cases though. vdbsmokesolver_v1.hipnc vdbsmokesolver_v2.hipnc Edited September 15, 2018 by 953u6015t 13 5 Share this post Link to post Share on other sites
Mr.Hacky 0 Posted March 8, 2018 Really useful, thanks for sharing. Share this post Link to post Share on other sites
StephaneS 3 Posted March 19, 2018 (edited) Thank you man ! Edited March 19, 2018 by StephaneS Share this post Link to post Share on other sites
bigmustache 0 Posted July 8, 2018 it is very nice to share. Share this post Link to post Share on other sites
mrWolf 29 Posted July 29, 2018 Thank you for sharing this setup ! Yeah it feels like the DOP's smoke is faster when it comes to single emitter like in your example, but if you have multiple emitters distributed in space, I bet this setup wins in terms of speed and memory footprint. I really hope they'll make VDB project non divergent faster , possibly GPU based ... see Eddy for Nuke for instance ( sparse grid + GPU = love ) On 1/27/2018 at 8:33 PM, 953u6015t said: Basic smoke solver built within SOP solver, utilising openVDB nodes. Happy exploring & expanding =) P.S. DOP’s smoke solver still solves quicker in many cases though. vdbsmokesolver_v1.hipnc 1 Share this post Link to post Share on other sites
953u6015t 172 Posted August 3, 2018 If I’m guessing it right you must be Alessandro Pepe. If so, cheers for your “FX Thinking” blog! Yes, I agree with what you mentioned. Things like independent events or trail such has the benefits. Eddy for Nuke was interesting but wasn’t aware it was sparse! 1 Share this post Link to post Share on other sites
mrWolf 29 Posted August 14, 2018 On 8/3/2018 at 2:25 AM, 953u6015t said: If I’m guessing it right you must be Alessandro Pepe. If so, cheers for your “FX Thinking” blog! Yes, I agree with what you mentioned. Things like independent events or trail such has the benefits. Eddy for Nuke was interesting but wasn’t aware it was sparse! Thank you man , I'm glad somebody actually reads that gibberish !! The more I play with your setup , the more I like it. I tried to duplicate the sphere source and move it like 1000 units away...and yes, the sim gets a bit slower, but being used to see how slow non-sparse volume grid based sims can get, it's quite an amazing feeling. Plus one thing I love about this setup is that it's incredibly simple. I've to create a dust trail setup, mmm I think I'm going to give this technique a try. *OpenVDB creators, please please please make a OpenCL version of VDB advect and VDB project non divergent nodes* 1 Share this post Link to post Share on other sites
casey 0 Posted March 29, 2019 That's really awesome!!!! Thank you! Share this post Link to post Share on other sites
SamStark 2 Posted May 31, 2019 Incredible, thanks for sharing! Share this post Link to post Share on other sites
mayaanimator 0 Posted June 1, 2019 thanks very much !handsmoe boy! Share this post Link to post Share on other sites
mayaanimator 0 Posted November 22, 2019 thank you very much! Share this post Link to post Share on other sites