What a great tutorial! I would love to see more like this since I plan on doing many destruction sims in Blender and bringing them into EmberGen for actual smoke sims! I would love to see you guys cover that kind of topic, here’s a topic maybe you guys can answer or cover in future videos in more detail! 1. How to import alembic destruction sims from Blender to EmberGen: - This would be the big one. I think I would make a character destroy a building, then I’m wondering what the approach would be to you guys for exporting my building sim, character, and camera all as albembics. Then using my fractured pieces to act as particle emitters and my character as a collider mesh. A lot of this has been covered in other videos through bits and pieces but I would love to see more of a complete beginning to end walkthrough. Not even focusing on the details and stuff but just the general workflow. Because after you get the sim working, it would be cool to see you render the sim from the exact camera directly in EmberGen (matching the lighting from the blender scene) and then using render techniques to only render the smoke and the particles separately and finally combining them all with the original render from Blender. I think there you guys can also cover how to composite certain render passes with our smoke like indirect and direct lighting or something to help improve the quality in post! Looking forward to future videos and great stuff all around!
Would have loved to have seen what values you added to the repel on both of the line forces to get things under control after you added the second one for the bottom of the twister. why choose to not show that? That said, thanks so much for this great tutorial!
Also, as soon as I turn on my noise force around the 9 min mark, following your values, everything falls apart :( These tutorials are brilliant, but I beg you to show us all the things!
i am facing a issue when ever i take render of my simulation with including RGBA and later i composite that asset into after effects i see my asset is semi transparent i need the alpha channel thick white but i don't know how to achieve this Can anyone help me with this what exactly i need to do?
hey! so something quick-and-dirty that I always try first off, is to simply duplicate the layer holding the effect [as many times as you need], that can help thicken it up a lot - if you find you have harsh, dark edges around the semi-transparent parts, make sure you render out with straight alpha. hope that helps!
@@benharkervfxHey ! brother i am surprise to see ur comment as a reply just a week before i followed ur tutorial to make explosion in embergen i really like ur work it is very helpful for me. Thanks brother! yes i did the same thing duplicated the layers but i face Ram issue while compositing and its hard to composite and software start to get crash some how i managed it and also thanks for the black edges i will surely try out with straight Alpha next time.
OMG! THANK YOU! This tutorial is exactly what I need for the Kinetic Rush 3D challenge
More like this please! Great tutorial!
Brilliant tutorial. Thank you.
THanks so much, this tutorial came just in time for a project I need to work on! Keep them coming
Can you demonstrate a Death Eater fluid smoke entrance like we saw in the Harry Potter films? Loving your tutorials and using EmberGen.
Great tutorial, thank you!
What a great tutorial! I would love to see more like this since I plan on doing many destruction sims in Blender and bringing them into EmberGen for actual smoke sims! I would love to see you guys cover that kind of topic, here’s a topic maybe you guys can answer or cover in future videos in more detail!
1. How to import alembic destruction sims from Blender to EmberGen:
- This would be the big one. I think I would make a character destroy a building, then I’m wondering what the approach would be to you guys for exporting my building sim, character, and camera all as albembics. Then using my fractured pieces to act as particle emitters and my character as a collider mesh. A lot of this has been covered in other videos through bits and pieces but I would love to see more of a complete beginning to end walkthrough. Not even focusing on the details and stuff but just the general workflow. Because after you get the sim working, it would be cool to see you render the sim from the exact camera directly in EmberGen (matching the lighting from the blender scene) and then using render techniques to only render the smoke and the particles separately and finally combining them all with the original render from Blender. I think there you guys can also cover how to composite certain render passes with our smoke like indirect and direct lighting or something to help improve the quality in post!
Looking forward to future videos and great stuff all around!
love your vids!
what's the default scene you're using plz?
Click the new project button, and there it is.
Thanks for the tutorial 😊 ,is there a way i can export these particles to blender, and maintain their sizes if there are any?
Would have loved to have seen what values you added to the repel on both of the line forces to get things under control after you added the second one for the bottom of the twister. why choose to not show that? That said, thanks so much for this great tutorial!
Also, as soon as I turn on my noise force around the 9 min mark, following your values, everything falls apart :( These tutorials are brilliant, but I beg you to show us all the things!
How about one with fire and lightening? Thanks.
Why chase storms when you can just make them instead?
So you can smell the storm.
i am facing a issue when ever i take render of my simulation with including RGBA and later i composite that asset into after effects i see my asset is semi transparent i need the alpha channel thick white but i don't know how to achieve this Can anyone help me with this what exactly i need to do?
hey! so something quick-and-dirty that I always try first off, is to simply duplicate the layer holding the effect [as many times as you need], that can help thicken it up a lot - if you find you have harsh, dark edges around the semi-transparent parts, make sure you render out with straight alpha. hope that helps!
@@benharkervfxHey ! brother i am surprise to see ur comment as a reply just a week before i followed ur tutorial to make explosion in embergen i really like ur work it is very helpful for me. Thanks brother! yes i did the same thing duplicated the layers but i face Ram issue while compositing and its hard to composite and software start to get crash some how i managed it and also thanks for the black edges i will surely try out with straight Alpha next time.
tornadoes should start from top to bottom why most tuts showing this the opposite way😢
Make it however you want!
Because this guy didn’t do his research and think that he is so cool being an artist