Softimage Explosia FX released!

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Explosia FXAuthor: Oleg Bliznuk
Not to be confused with Oleg's Implosia FX, a mesh scattering simulator— A new gaseous fluids (fire and smoke) simulator from Ukraine based company Blackcore tech. This product features dynamic voxel grids, a CPU accelerated raymarched preview, OpenVDB export, the »render from camera« feature — (see videos) — all build around an ICE node-based workflow.

From the product page: ExplosiaFX is a fluid dynamics simulation tool currently integrated in Autodesk Softimage. It is constructed based on a dynamically resizing voxel grid with a modern multigrid solver and thus provides high quality results in reasonable time. Intensive usage of AVX instructions when available makes it extremely fast without any compromises. By supporting the OpenVDB volumetric format, ExplosiaFX removes the need to render simulated data in Softimage, makes easy pipelining possible, as well as external cache processing on the Softimage side. [..] cont'd on the product page (link at bottom).

For demo videos, see Oleg's vimeo and the youtube channel. Also, the ExplosiaFX google group was set up.

Discontinued - the product is not available for purchase anymore but a fully functional noncommercial version is still available in the si-community thread (and in local backup)

local backup: XSI_EFX_Workgroup_1.007_win64.zip   XSI_EFX_Workgroup_1.007_win64_AVX.zip (for CPUs supporting AVX)   XSI_EFX_SampleScenes.zip   Documentation.pdf   Package overview slides.pdf

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FXDude
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Re: Softimage Explosia FX released!

Post by FXDude » 17 Jun 2016, 18:23

Hirazi? Just installed EFX and the first node is called "EFX Export VDB"

Perhaps you should start there! ;)

You can plug in the 'Active Container''s Ice tree root execute port in one of the sample scenes


EFX Sample scenes ( from here http://www.blackcore.technology/softimage_efx)

https://drive.google.com/folderview?id= ... =drive_web

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Hirazi Blue
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Re: Softimage Explosia FX released!

Post by Hirazi Blue » 17 Jun 2016, 19:19

I did notice the “EFX Export VDB” node,
but couldn’t figure out into which ICE Tree it has to be plugged.
There are three options: “EFX_Initialize”, “EFX_Simulate” or “EFX_DataIO”...
...

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FXDude
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Re: Softimage Explosia FX released!

Post by FXDude » 17 Jun 2016, 19:23

Hirazi Blue wrote:I did notice the “EFX Export VDB” node,
but couldn’t figure out into which ICE Tree it has to be plugged.
There are three options: “EFX_Initialize”, “EFX_Simulate” or “EFX_DataIO”...
There are 3, so you could easily try (and error) all of them. ;)

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Hirazi Blue
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Re: Softimage Explosia FX released!

Post by Hirazi Blue » 17 Jun 2016, 19:32

Thanks for that. Very helpful...
...

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FXDude
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Re: Softimage Explosia FX released!

Post by FXDude » 17 Jun 2016, 19:37

It's probably the very last EFX IO (also for it name)

And in that last tree, try plugging it after all other connections as it should normally be a very last step.

And let us know how it goes! ~o)
(also for zero padding)

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FXDude
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Re: Softimage Explosia FX released!

Post by FXDude » 17 Jun 2016, 20:37

Just to say that while the VDB export node was right there, I also make such oversights everyday, and before installing EFX, scraping the internet yeilded nothing & the process was'nt covered in the docs.

But anyhoo, hope to see some test results! :ymcowboy:

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MauricioPC
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Re: Softimage Explosia FX released!

Post by MauricioPC » 20 Jun 2016, 16:50

Just saw that Insydium company, from X-Particles for Cinema 4D bought ExplosiaFX.

http://3.x-particles.com/insydium-ltd-h ... blackcore/

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druitre
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Re: Softimage Explosia FX released!

Post by druitre » 21 Jun 2016, 14:51

Hi Hirazi, a quick runthrough for EFX to RS volumetrics:

Make a new scene, create a EFX basic smoke or fire from the top menu.

Plug the EFX export VDB node into the top tree, after everything else, and set the output path (you can also add an ICEtree above the last one to do this, the point is you have to plug it after all the other stuff). The names in the density/heat/fuel fields are what you have to enter into the RS_Volume_Material later on: Scatter = density, Emission = heat

In my case I got no vdb exported unless I first enable in the bottom tree (EFX initialize) the solvers for Smoke, Heat and Fuel (all three of them, otherwise it wouldn't work) (The how and why of this I don't know, it's just something I noticed).

Play the animation to write the vdbs.

Then, in a new scene, create a Redshift volume, browse for the vdb-sequence, pick a file and change the framenumber to ####. You'll get something like efx_cache\campfire\efx_fluid_data_####.vdb.

Set display mode to points and play with Prune treshold to see something useful (doesn't affect render, it's just for feedback).

Apply RS volume material, enter density in the Scatter channel field (and optionally heat in the Emission channel field if you have fire). If you don't use Emission channel, make sure your light has Volume contribution set to somethging higher than zero. (make it a Redshift light while you're at it). And turn on GI in the RS rendersettings to see your fire (if you have it) cast light.
Default_Pass.0100.jpg
Cheers and good luck,
Jasper
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Hirazi Blue
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Re: Softimage Explosia FX released!

Post by Hirazi Blue » 21 Jun 2016, 16:51

@druitre - Many, many thanks! :ymhug:
...

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bb3d
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Re: Softimage Explosia FX released!

Post by bb3d » 08 Jul 2016, 19:16

So, since Explosia FX is not available anymore for Softimage, I think it's ok to point out an alternative way to create VDBs for rendering in Softimage with Redshift. The solution is... *drumroll* Blender! :-bd

I did a quick test. Here is how it works, it's really easy - just create a smoke sim in Blender, set the cache format to OpenVDB, activate the "external" checkbox, set a path and filename and bake your sim. In Softimage create a Redshift volume container, select the path to the cached files, replacing the frame numbers with ######, rotate the X axis -90, assign the Redshift volume material, enter "density" for the scattering and absorption channels. There you go :)
Of course, the smoke sim in Blender is not comparable to ExplosiaFX concerning quality and speed, but should be suffcient for simple fire and smoke effects.
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Bullit
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Re: Softimage Explosia FX released!

Post by Bullit » 09 Jul 2016, 07:28

Haha, interesting.

CYTE
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Re: Softimage Explosia FX released!

Post by CYTE » 23 Jul 2016, 14:22

Hey everybody,
does anybody know how to advect particles by an Explosia FX sim?

CYTE
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Re: Softimage Explosia FX released!

Post by CYTE » 25 Jul 2016, 17:43

found it:
https://groups.google.com/forum/?#!topi ... smTLdLQKVA
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Pitcher
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Re: Softimage Explosia FX released!

Post by Pitcher » 02 Nov 2016, 14:21

Hi all,

I just tried installing Explosia FX but run into the SoftimageExplosiaFX.dll bing marked red so nothing is working.

I tried following Olegs advice here:

Oleg Bliznuk:

Could you please remove 2 dlls from XSI_EFX_Workgroup\Application\Plugins\bin\nt-x86-64\ :
msvcp120.dll
msvcr120.dll
Then, if the plugin manager will highlight EFX as red, try to install this:
https://www.microsoft.com/en-US/download/details.aspx?id=40784
thanks,
Oleg

But still no luck. I am on Win7 Softimage 2015 R2 Geforce GTX 970.

I see several of you have managed to get it running in SI 2015 R2, so does anyone have a suggestion regarding how to fix this one?

Thanks
Morten

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druitre
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Re: Softimage Explosia FX released!

Post by druitre » 10 Nov 2016, 17:40

[edit: made a mistake, confusing EFX with Physx plugin from Oleg]

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Superpositivo
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Re: Softimage Explosia FX released!

Post by Superpositivo » 15 May 2017, 14:06

Excuse me guys.
Probably it's me. But can somebody explain me how to make Explosia work?

To me it doesn't render (Mental Ray).

I quite don't get it the whole Path thing to put in the shader.

Can anybody give me a precise step by step, please please please?....