Posted 16 August 2012 - 04:43 AM
I have in the past tried using SDFs and now using the cloth solver. Any insights on this will be appreciated. I have also attached my .hip file.
Posted 17 August 2012 - 05:58 AM
Thanks for your reply. Yes I have. That was useful to an extent. For the decompostion effect, what he did was to simply move points along their normals which I could equally have done with a peak SOP, mountain SOP or a VOP SOP. But an real cigarette actually is between a rigid body and a softbody and it tears and crumples as it burns.
Posted 22 August 2012 - 03:29 PM
I've not tried to construct a burning cigarette myself. But I guess I would separate out the elements:
- the smoke rising from the burning end;
- perhaps some flames or embers at the burning end;
- the fact that the cigarette gets shorter, and possibly changes colour;
- and perhaps some ash falling off the end and accumulating on the ground / table or whatever;
I would create/sim these separately. The smoke source for example can be an animated box volume which you multiply with a volume representation of the cigarette using volume mix - the box moves along the length of the cigarette as it 'burns'. The flames or glow at the burning end could be achieved in a similar way, though I would keep this as a separate sim.
The cigarette getting shorter is in some ways the most challenging part. You could probably do it with a clip sop and a separate 'burnt end' which again is animated to move inwards as the cigarette shortens. The burnt end would need some time varying randomness to make it look right.
For the ash you might take a version of the cigarette, fracture it, then make the pieces successively become sources for a particle sim for the ash. You might do this by assigning frame numbers to each successive fracture piece (the connectivity SOP will help). I think my Flying Letters video covers something like this. You can use the same method to make each piece disappear (as part of the shortening stage above).
Of course you would need to coordinate the animation of the various parts / boxes / frame numbers to make it look like a single process.
I realise that's a rather complex and high level description, but I hope it helps to get you started.
Edited by Peter Quint, 22 August 2012 - 03:33 PM.
Posted 23 August 2012 - 12:56 AM
I tried to achieve the cigarette getting shorter effect by subtracting SDFs. I have attached a file for your viewing. The noticeable problem with this approach is that the other end of the match seems to be morphing and seems to be visually distracting.
Once again, thanks for your reply.
Posted 25 August 2012 - 11:29 AM
Posted 26 August 2012 - 01:00 AM
I find this approach very intuitive. I will combine all of these techniques you have suggested and I'm sure I will be able to achieve the desired effect.
Thank you very much once again
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