kinetic Posted April 21, 2013 Share Posted April 21, 2013 (edited) Hello, Just wanted to get some feedback on the approach I should take with a proof of concept I'll be working on. The effect I've been tasked to achieve a rolling dust storm effect that is created after an initial explosion/shockwave blast. The dust will slowly roll in afterwards towards camera. So my question is, to achieve and maintain such a high level of detail, is it recommended to go the pyroclastic route? I've been researching threads on the forums and it seems like a very good method/solution, but I'm not sure how heavy it is during render time. Any thoughts, suggestions? I'll have a hip available later. The attached photo is a ballpark reference only. A fraction of the size with similar detail is what I'm after. Thanks Kev Edited April 22, 2013 by kjmitch Quote Link to comment Share on other sites More sharing options...
Annon Posted April 22, 2013 Share Posted April 22, 2013 I don't know what you mean by method, Pyroclastic describes the type of effect you're trying to achieve, not the setup: http://en.wikipedia.org/wiki/Pyroclastic_flow So yeah you'll have to do Pyroclastic, cause that's what it is I've done it before by having many pyroclastic sims and doing a layout of them to sculpt the look (lots of duplicates, but offset in time, translation, rotation, scale etc). It's a lot of work, but I don't believe you can do it all in one sim (you can get close, but no banana). Have fun. C Quote Link to comment Share on other sites More sharing options...
kinetic Posted April 22, 2013 Author Share Posted April 22, 2013 Got it, wrong verbage used I've been scouring through some threads and older hip files to familiarize myself with it. Unfortunately, it's too much of a grey area for me and I probably wouldn't be able to turn it around quick enough. I'll still work on it, of course. Will be a nice thing to have in your arsenal for sure. Sourcing the volume that I create and add noise to in SOPs has been kicking my arse. Obviously I'm overlooking something. R&D time! Quote Link to comment Share on other sites More sharing options...
Annon Posted April 22, 2013 Share Posted April 22, 2013 Have you had a look at this? Not how I'd do it, but if you're stuck: http://cmivfx.com/store/276-Houdini+Smoke+And+Dust Quote Link to comment Share on other sites More sharing options...
kinetic Posted April 22, 2013 Author Share Posted April 22, 2013 (edited) Yea, I checked that out some time ago. Just found out it's not even though look that's needed....sooooooo I'll still wrap my head around the pyroclastic effect once I finish the shot. Thanks for the suggestions and insight. Edited April 22, 2013 by kjmitch Quote Link to comment Share on other sites More sharing options...
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