So the smoke is rendering black in color and I need it to be white, kind of like the white streams left behind by jet airplanes. I realize that using a light to illuminate the smoke will give me the whiteness I want, but that effects the whole scene.
Also, if you want thin smoke, you lower density, that will also make the light penetrate more, thus whiter.
And secondly, absorbtion color is set to black by default, meaning it results in darker color, so changing that to white will make the smoke brighter.
There are other ways to block out color, and such with light paths.
And to note further, if you need multiple volume bounce scatter, that will increase the illumination inside a cloud or smoke vollume by a LOT, but It takes a bit longer to render, that is why many may fake it with the emission channel instead, but could be flat looking unless using gradients.
what it has though, metaballs are placed inside of geometry nodes, and remesh and and a displacement layer is applied on that, so I get uneven spherical shapes, but that is happening on mesh level, it then needs extra actual noise for the volume displacement that I usually add, but not for this testing.
I will try and find some time to record more blender stuff, previously mostly Lightwave stuff on my channel, I also have some embergen stuff to demonstrate, cause fluid cumulus clouds are still the best one, though it requires some sense and skills on how to simulate them, while these modeling, merging techniques you can design more to whatever style you want, but you may not get an accurate dynamic behind it as it is in real life, but could be very effective for the "Sia Thunderclouds stuff :))
You can see there is metaball ring wires around the volumes, you need to adjust certain things in the display to work efficiently with metaballs or any other geometry if all objects are wrapped in to geonodes.
Metaballs have a viewport display resolution, that is what will be seen in your viewport, as well as interactive renderer, when you are to finalize render, you have the render resolution located below the display resolution, that needs to be the same as the viewport resolution if you are to match that, that could be why you arent seeing them.
You can also model any shape in standard modeling, sculpting on it, use an Empty volume, target that mesh and use the mesh to volume modifier, that will turn any mesh you have to a volume voxel grid, which you have to increase to around 200.
And you can then add volume displace on it.
For best practice of shading clouds, I would recommend samuel krugs videos on youtube, I do it almost the same but I can manage with just one principle volume material instead of multi volume scatter nodes.
That said, blender later versions do not recognize older fluid vdb sequence prefix, you have to rename each single frame with some kind of batch renamer, you do not want to manually rename each vdb file in a sequence unless you are blessed with much time over
That is weird though, I can take the older blender fluid vdb sequences and it is reconizable in Lightwave when I import them to that software as a sequence, but not in blenders updated versions, so some prefix naming issue there.
Interesting effect, especially on the bullet holes. I like the simplicity of this, perhaps move it to the beginers tutorials section ? I don't really feel this needs to be in the Distortions and Modifications thread.
You will need to resize your screenshots down to 800x600 Or this tutorial may get locked or removed
Interesting effect, especially on the bullet holes. I like the simplicity of this, perhaps move it to the beginers tutorials section ? I don't really feel this needs to be in the Distortions and Modifications thread.
If using a candle for the effect, it is better if it is illustrated as just been extinguished.(candles don't really give off a lot of smoke when lit)
Also perhaps pick a pale blue to replicate the smoke I also duplicated the smoke layer (after running dents) and set the upper layer blend mode to colour burn with an opacity of 90. A better effect IMO
Cool little tute, but as nitenurse has already mentioned, you only get a lot of smoke after a candle has gone out and it's not white. I will use the white smoke effect for where it is needed and a blue ish smoke for other effects. Nicely written and worth a rep point for sure.
I hope you don't mind me saying then, that the sentence, "Another try at the effect but this time with bullet holes" would look nicer as a smaller font size. On my screen, the current font size of that sentence has kicked the word "holes" onto the next line, which is causing the word to fight with the image, which is making things look a little odd.
Thanks a lot for the alternative, xmario! Although I speak no Russian, the pics are pretty clear (and I helped myself a bit with a translator). Plus, it's always good to have different alternatives producing a variety of results
Hello everyone!
This is my first post (I looked to see if there was a requirement to make a formal introduction to the forum but I couldn't find anything).
Anyhow, since I like following tutorials in my free time I thought I would show the results of one as a way to introduce myself.
Please let me know if I've made a faux pas.
PS: Nice tutorial, FotoFactory!
Hey everyone I stumbled upon a smoke script for planes. I've made some adjustments to it and was wondering if there was a way to make the smoke purely white? I'm no expert when it comes to ASL I've really only been an HTML and CSS type of guy so any help would be appreciated! Is there also a way to make the action assigned to a specific custom user action?
I've also found that putting inputaction "User20"; won't activate it until I press whatever keybind is assigned to user action 20, however I'd like a way to be able to make it to where I can press the key and it'll switch between turning on and off... if that makes sense?
I've also found that putting inputaction "User20"; won't activate it until I press whatever keybind is assigned to user action 20, however I'd like a way to be able to make it to where I can press the key and it'll switch between turning on and off
and what I've found by that is I still have to scroll through the action menu and select aerobatic smoke on... and then press my keybind for user action 20 for it to activate. However I can't just press it again to turn it off. I have to scroll through the action menu again to turn it off. Basically I'm looking for a way to activate it without having to go through the action menu and again to turn it off without going through the action menu. However I'd also like to have the option in the action menu as well. As for the smoke it's finally white after I've made the adjustments you've told me to. So thank you for that!
That works perfectly thank you so much. Sorry for all the questions like I said I'm really new to all this ASL stuff... I'm more of a texture artist than anything given I am also a certified web developer.
My final code comes out as such
Never noticed this phenomenon, my preferred camera choice being bumper cam. But also apart from an achievement probably not hit that speed very often - certainly not often enough to be bothered by effects that happen only at that speed.
It also happens in 1 mile drag racing. I have a few cars where I do everything I can to get as much weight over the rear wheels for traction, but this means that by the 3/4 mark the car becomes unstable and the front will begin to lift. You get the same smoke effect when this happens.
Yeah could easily be tyre smoke by the sounds of it, since forza tyre smoke is very basic, it begins when the tyre is a certain amount past peak slip (angle or ratio) , rather than a combination of temperature and slip.
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I have a smoke simulation and I want to make it look white like snow but, even when I turn the color to pure white, it looks dark like smoke (using the "Principled Volume" shader). Is there a method to shade the smoke sim to color it white like snow?
I found this node setup from Blender Made Easy's tutorial. The "Light Path" node is only there to make sure that, since the smoke is technically now emitting light, it won't effect the scene (only needed for cycles). The bottom "value" on the second multiply node (circled in green) controls how white it is. For all of the other info on what does what, check out the tutorial.
So, I was mining underneath and to the side of my house. It was pretty easy going, and I got maybe 30 - 40 blocks down when I hit a block (mined just like any other) that created a puff of smoke and the accompanying sound. I looked it up and found that this happens when silverfish come to attack you, but nothing else came out. I was playing on Survival Easy PC version with no mods. It was a custom world, but I hardly changed anything.
So, did it take considerably longer to mine that one block (long as in mining ores instead of stone)? and also, I don't remember smoke coming out when you mine a silverfish block (it was death smoke, like white smoke, I presume) which almost definitely means that your pickaxe swung and killed the silverfish before it got a chance to jump out at you.
What PCM said is probably the case, but sometimes we forget just how buggy Minecraft is. I was once playing Skyblock and was blown up by a creeper. This in and of itself is nothing special. But at the time, I had just started expanding my island with cobble under the bottom of the starting dirt island. I was looking up mining out the dirt when BOOM!
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