horizon1231 Posted April 19, 2010 Share Posted April 19, 2010 see attatch pls. any ideas will be welcome Quote Link to comment Share on other sites More sharing options...
pclaes Posted April 19, 2010 Share Posted April 19, 2010 2 popnets, the first are the leading particles. (could do it in one popnet with a split pop). The second are emitted from the first. When the sim is done, remap life to pscale in a vopsop outside the popnet, copy metaball or apply "heavy smoke effects tool" from fx shelf. Or if you want to go further, use those particles to emit into a volume. 1 Quote Link to comment Share on other sites More sharing options...
horizon1231 Posted April 20, 2010 Author Share Posted April 20, 2010 could post a simple setup? Quote Link to comment Share on other sites More sharing options...
pclaes Posted April 20, 2010 Share Posted April 20, 2010 For starters, have a look at the help file on the split pop, the one that shows how to create fireworks. That will give you a good idea already. There are already a lot of threads on this kind of topic. Search for posts regarding: trails, split pop, life, age, particle to volume transfer, gasParticleToField dop, clouds, smoke, waterfall. That should cover a lot from simulation, to getting attributes modified, to getting it looking like a volume, to rendering and shading. Quote Link to comment Share on other sites More sharing options...
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