Go Back   Lightwave Community at SimplyLightwave > Categories > Rendering, Lighting, Texturing and Effects
Register FAQ Members List Calendar

Reply
 
Thread Tools
Old 24-01-2005, 01:23 PM   #1
moenzi
Full Access Member
 
moenzi's Avatar
 
Join Date: Oct 2003
Location: Belgium
Posts: 109
Default logo particles

hi,
I've got a problem
I want to make a animation of a logo with particles and hypervoxels.
I want to make logo look like a sort of mercury and in the beginning of the they have to be drops. After a litle while they come together and form the logo (a litle like the bad terminator)
I hope you understand my intentions an give some tips or tutorials
here is a shot of my logo
Attached Images
File Type: jpg pasego3d.jpg (39.4 KB, 95 views)
moenzi is offline   Reply With Quote
Old 25-01-2005, 06:44 PM   #2
moenzi
Full Access Member
 
moenzi's Avatar
 
Join Date: Oct 2003
Location: Belgium
Posts: 109
Default

does anyone know how to help me please
mark? philip? kevin? anyone?
moenzi is offline   Reply With Quote
Old 25-01-2005, 07:08 PM   #3
Mark
Super Moderator
 
Mark's Avatar
 
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
Default

I've been trying to see if I can unearth an old thread from the Lightwave discussion boards on Yahoo. I seem to recall there was someone asked pretty much the same question back then...

I can't remember the exact steps that were quoted, but it worked something along the lines of:

(1) Clone your object and use it as an HV emitter - make it unseen by camera.

(2) Get your emitter set up so that the particles are produced going from a solid logo to a completely shattered one - you'll want to ensure you have plenty of particles, and give them 100% birthed at the point you want your object to start breaking up.

(3) Surface the particles with suitable HV surfaces.

(4) At the start of the anim, make your particles 100% dissolved, and your main object 100% visible.

(5) At the point you want to start breaking up the object, start the HVs moving and swap the dissolves over the course of a few frames...



Essentially you're performing the animation backwards - going from a solid to the broken object.

Hope this helps. If I can find the original thread, I'll post the details...

---
[EDIT] Ahh, NewtekPro magazine issue #7 also had something about this in... Here's a link to the zip files (look about 1/2way down the page - the effervescent logos)... : http://www.newtekpro.com/Bonus/Number7/index.htm


Hmmm, there's also a plugin PG_MELT_FE that might do what you need. The site is in Japanese though so it'll take a little while to find it: http://kaniserver.homeip.net/~konoha/psycho/


Mark is offline   Reply With Quote
Old 26-01-2005, 08:39 AM   #4
moenzi
Full Access Member
 
moenzi's Avatar
 
Join Date: Oct 2003
Location: Belgium
Posts: 109
Default

thanks mark, but I've got a problem Ive I make the object unseen by the camera I can't see my particles also
I cloned the object than press p and under tap dynamics I click emitter In hv surfacing I make a surface but when I make the object unseen I cant see anny particles
what am I doing wrong?
Attached Images
File Type: jpg unseen by camera.jpg (16.5 KB, 76 views)
moenzi is offline   Reply With Quote
Old 26-01-2005, 08:40 AM   #5
moenzi
Full Access Member
 
moenzi's Avatar
 
Join Date: Oct 2003
Location: Belgium
Posts: 109
Default

here is is the object seen by the camera
Attached Images
File Type: jpg seen by camera.jpg (51.4 KB, 75 views)
moenzi is offline   Reply With Quote
Old 26-01-2005, 07:15 PM   #6
Mark
Super Moderator
 
Mark's Avatar
 
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
Default

Ahh... Right, my bad. If the object is set to 100% dissolve then the object itself won't be seen, but the particles will.

So, you'll need to swap my suggestions around - ie: Make the particulate object unseen by camera and then when you want it visible, make it seen by camera but set 100% dissolve - instant particles without a visible emitter.

The other option would be to make the proxy objects surfaces all 100% transparent, but you would probably be looking at much increased render times...
Mark is offline   Reply With Quote
Old 27-01-2005, 07:01 PM   #7
moenzi
Full Access Member
 
moenzi's Avatar
 
Join Date: Oct 2003
Location: Belgium
Posts: 109
Default

thanks mark it is realy starting to work out I'm now in the midle of rendering the animation
moenzi is offline   Reply With Quote
Old 27-01-2005, 07:57 PM   #8
Mark
Super Moderator
 
Mark's Avatar
 
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
Default

Cool. Don't forget to post a link to the finished animation on here
Mark is offline   Reply With Quote
Old 27-01-2005, 09:26 PM   #9
moenzi
Full Access Member
 
moenzi's Avatar
 
Join Date: Oct 2003
Location: Belgium
Posts: 109
Default

say mark do you know how to use jolt! to make a good camera shake? I can't find a tutorial.
If it's finished I will put a link here
moenzi is offline   Reply With Quote
Old 27-01-2005, 09:52 PM   #10
Mark
Super Moderator
 
Mark's Avatar
 
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
Default

Unfortunately I don't as I've never really used it.

There is a tutorial in the book "Lightwave 6.5 Magic" on page 203-205 where they're looking at HV explosions. That's the only tutorial I have ever seen on the subject though.
Mark is offline   Reply With Quote
Old 07-02-2005, 09:05 AM   #11
kumar
Full Access Member
 
kumar's Avatar
 
Join Date: Sep 2003
Location: Singapore,
Posts: 913
Default

Ok guess i am replying after some time,, Nextlimit's RealFlow is a nice fluid and dynamics stand alone program that works with most 3D app. They even have a evaluation version which does not restrict much and its not on a time basis...

The feature... they have is like,,, Bitmap... Magic... stuff like that to make melted logos... and stuff.. You might want to try out the evaluation like what i am doing now.

Off hand all i can say is its fast and has a lot more power than just HyperVoxels. But its not stable with version 8.... but guess its better with 8.2 ... Then again might be just me. A nice thing i like is the option to turn your particals to mesh so that render time is faster and you might have more options... Like caustics and so on.

Ok good luck,,, and dont forget to download the Lightwave plugins from http://www.nextlimit.com for you to work with Lightwave.
kumar is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Models as Particles? CrazyGiraffe Rendering, Lighting, Texturing and Effects 2 05-07-2006 10:30 PM
cloth and particles slacker 27 Animation 1 08-10-2005 09:50 PM
Particles asha_hardwire LightWave Basics 2 06-08-2005 02:19 PM
Object particles? Black Fire Rendering, Lighting, Texturing and Effects 6 11-09-2004 06:57 PM
Particles Challenge... BlenDesign Members Lounge 1 18-08-2004 02:10 PM


Forum Jump




Online since 2001
A good place to start for a newbie
Catch up with SimplyLightWave
SimplyLightWave was first started in London 14 years ago, and we've been dedicated to producing quality software training ever since. Faithful to the principle of learning by doing, our project based courses aim to give you the practical skills to quickly start creating your own work in LightWave. More...
Copyright © 2001-2018 SimplyLightWave | Terms & Conditions | Privacy Policy
/* Contact Form */