Lightwave voxel fire - 120fps, no plugins.

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Uploaded by on Apr 16, 2011

It's voxels, so there are issues. This is an older scene element rendered here at 120fps just to see how it might look.

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Uploader Comments (Xurgonic)

  • You can still see the voxels but hey, this is a million miles from the crap we normally see out of HV!!! :o) Go on, upload the preset, go on, its Christmas, please, pretty please, pretty please with sugar on!!!

  • @3Deity HV fire settings are the only secret I have left. But settings are scale, speed and scene dependent. What works in one scene wont work at all in another. But its like making a house out of duct tape and cardboard. It can be done, but there are better suited tools for it, like Fume/Max, Maya, Houdini, Blender, ANYTHING but LW.

  • Havent heard of real fluid simulators in LW ? There have been some, Dynamite was ancient, nowadays there is T4D.

    Hypervoxels is a baaad method of trying to imitate fire. Why not simulate it?

  • @iiroharra I developed HV fire before there were fluid plugs for LW. Many users dont have money for plugs, but I would steer them to Blender. Dynamite had issues and I never went near it because it was notoriously unsupported. T4D is decent but has some things I'm not crazy about.

  • great work, the music sounds familiar, is that from Doom 3?

  • @2012meltdown No, I dont remember who/what it is.

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  • over 6,000 views and no dislikes what sorcery is this! lol just kidding 

  • all of you guys who flame on lightwave, i tell you one thing, fumefx output is not as convincing as lightwave, and btw you are not forced to use it if you don't like it, but dint degrade it when you know its a high class.

  • @Xurgonic Haha! I know what you mean! :o) I looked up the tutorial on the forum and it was totally bogus, the results looked like straw though the emitter array was okay'ish - the guy was using suck weird settings that there was no room for the simulation to adapt.

  • hey ,how to make this ^^?

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