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Explosions, Puffs and stuff


Macha

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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:

post-4013-126559325679_thumb.jpg

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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.

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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.

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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.

post-4013-126568112265_thumb.jpg

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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.

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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:

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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 :)

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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 =]

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