Macha Posted February 8, 2010 Share Posted February 8, 2010 I'm trying to make some explosions but I'm not very good at it, so hints are welcome. While the basic animation and the individual renders don't look too bad, I can't get a good-looking rendered animation. In particular there are mysterious flickers where the rolling motion jumps from one frame to another. I'm also interested in how to control the explosiveness. At the moment I do it mainly via animating the fuel and smoke emission. Preview animation: Low framerate render: normal fps render: Quote Link to comment Share on other sites More sharing options...
mightcouldb1 Posted February 8, 2010 Share Posted February 8, 2010 I like them Those things that fly out(particles emitting fuel?) are kind of odd. So you aren't using any forces? Just the fuel/smoke emission and gas dissipate? Quote Link to comment Share on other sites More sharing options...
Macha Posted February 8, 2010 Author Share Posted February 8, 2010 That's right, there's no forces in this yet. At the moment I am trying to get additional control with the setsourcevelocity Motion DOP, but I am having trouble getting it to use normals from the SOP.... Quote Link to comment Share on other sites More sharing options...
mightcouldb1 Posted February 8, 2010 Share Posted February 8, 2010 (edited) You can use a field force DOP with the normals as "force" I am not really sure what that node that you mentioned above does. Edited February 8, 2010 by mightcouldb1 Quote Link to comment Share on other sites More sharing options...
Macha Posted February 8, 2010 Author Share Posted February 8, 2010 (edited) doublepost controlexplosion.hipnc Edited February 8, 2010 by Macha Quote Link to comment Share on other sites More sharing options...
Macha Posted February 8, 2010 Author Share Posted February 8, 2010 Ah thanks I tried it now. It works, but...I still find it hard to control the forces (I need to scale the force by 100 to see any significant effect) With the setsourcevelocity node I can control the velocity quite well, but I don't seem to be able to get a normal in there. I must say all this DOP stuff is quite mysterious to me anyway. Quote Link to comment Share on other sites More sharing options...
Macha Posted February 8, 2010 Author Share Posted February 8, 2010 In fact, I am making some progress now with the field force DOP. I can use the base geometry, copy and scale it several times and add additional shapes on the SOP level and then use that as my vector field. That way I get some control over the shape and the timing as well. Quote Link to comment Share on other sites More sharing options...
Macha Posted February 9, 2010 Author Share Posted February 9, 2010 This seems to work quite well now. Speed and path are relatively easy to control with an customizable vector field (blue lines). I don't think crazy shapes are possible with this (yet). Gentle curves, spirals, pushes and pulls should be OK. Quote Link to comment Share on other sites More sharing options...
itriix Posted February 9, 2010 Share Posted February 9, 2010 keep em' coming! Jonathan Quote Link to comment Share on other sites More sharing options...
zglynn Posted February 9, 2010 Share Posted February 9, 2010 Marc Did you ever figure out why your rendered smoke was jumping between certain frames? I am having the same issue with my smoke. -Zach Quote Link to comment Share on other sites More sharing options...
Macha Posted February 9, 2010 Author Share Posted February 9, 2010 Marc Did you ever figure out why your rendered smoke was jumping between certain frames? I am having the same issue with my smoke. -Zach No, I haven't but since the viewport animation looks OK I have a hunch that it's got to do with the noise modifiers in the shader. Quote Link to comment Share on other sites More sharing options...
Macha Posted February 10, 2010 Author Share Posted February 10, 2010 I have used a particle pop to create an animated vector field. This gives better and faster control over the volume shape. The rendered one looks more like a scuplture than anything smoky...but interesting nonetheless. Sorry about the video, Vimeo scaled it strangely: Quote Link to comment Share on other sites More sharing options...
itriix Posted February 10, 2010 Share Posted February 10, 2010 Hi Marc, in reference to: No, I haven't but since the viewport animation looks OK I have a hunch that it's got to do with the noise modifiers in the shader. i have a feeling you're hunch is right. please if you have a chance try this: 1. go into you're autodopnetwork --> pyrosolver --> advanced --> rest field --> and change the RESET EVERY FRAME to 60 2. (this part is going to sound weird, but just for now, try, go to you're FPS of you're timeline, and change it from 24 to 30... *don't stretch*... 3. go into shop --> fireball_pyro shader --> settings --> and change RESET RATE from 20 to 60 RESIMULATE everything. Let me know if this fixed you're problem. Cheers, Jonathan (PS : would you mind if i took a look at you're particle driven vector field hip file please?) --> i'm curious how you have it all set up too Quote Link to comment Share on other sites More sharing options...
dpz Posted February 10, 2010 Share Posted February 10, 2010 I have used a particle pop to create an animated vector field. This gives better and faster control over the volume shape. very nice. i'm interested in looking into this hip file, too. would be very nice if you could post it. -greetz =] Quote Link to comment Share on other sites More sharing options...
Macha Posted February 11, 2010 Author Share Posted February 11, 2010 Here's an example file of the animated field: vfield.hipnc Quote Link to comment Share on other sites More sharing options...
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