Search the Community
Showing results for tags 'rocket'.
First post here for feedback and direction, this mostly a test render for my first big pyro simulation. It's being driven by a pop system that's firing particles downwards and using that to drive a pyro simulation. The collisions for the simulation are pretty broken, please ignore those. One thing that I'm having trouble with is getting the outside plumes of smokes to rise higher, anyone got suggestions? Sequence_1_v01_-_converted_with_Clipchamp.mp4
Hey, I am trying to make a rocket liftoff scene - from a sea platform. What I have done/try already: - played with the smoke settings and different Gas-nodes - trying to play with the buoyancy and some gas turbulence but the result is not how I want it... (the smoke is going up but not down, as the sea platform a bit above the sea) I want to make something like in this video: from minute 1:37 the smoke... It would be nice, if someone could help me to achieve this kind of effect
Hello! I'm currently working on a shot where a rocket takes off. I've gotten the setup working quite well for the start and the look of the spreading of the fluid, I now need the rocket to take off further. This introduced the problem that my container becomes gigantic as the bottom of the container spreads horizontally but the trail is just narrow. That's why I dug into instancing over the last few days and got quite good results. The issue I am failing at is transferring values between my clusters. I take the smoke object from the current iteration and add 1 and subtract 1 to get the adjacent smoke objects and merge them. I took the setup from the incredibly generous Florian Bard (http://flooz-vfx.com/ It's the rabbit_trail.hip file where he does that) but when trying to apply that to my particular case I couldn't get it to work. I tried various ways of importing the other smoke objects but apparently it's not fetching them. This is an image of my latest Version (v67) showing the cut. Attached are also some dailies demonstrating the issue. It seemed to be fine before I introduced dissipation in my sim but v67 (pyro_daily_v67_[1001-1105].mp4) now has this very apparent cut where the smokeobjects meet. (The look I'm going for is v38 (pyro_daily_v38_[0980-1160].mp4) - that was before the sim needed to be bigger and thus worked in Instancing.) That's the basic gist of what I do with the clusters. Import current, merge with next, merge with previous, then smooth out based on voxel proximity to border. Here is the HIP as well if taking a peek could help. GoFullApolloDreizehn_In_v243o.hip [Also for some reason my smoke object clusters start at 2. In my scene I have only two, and they are named smokeobject1_2 and _3 which I can't quite understand.] Thank you in advance, Martin