dreamagery2014 Posted June 28, 2015 Share Posted June 28, 2015 Hi. I seriously need help with the following as my deadline is tomorrow and I need a day for rendering. 1. I'm building a flame thrower 2. The way I'm going about it is to have a particle system drive a pyro system. Is there anyone out there that knows how to build this. I've seen many youtube videos of this done. However, there is very little resources as to how to go about this. Quote Link to comment Share on other sites More sharing options...
JonathanGranskg Posted June 29, 2015 Share Posted June 29, 2015 Create a particle simulation with the general shape and movement you want for your simulation. Cache these out. Create a pyroFX container and source it from the particles you just simulated. Play with the parameters. Take a look at this as well: http://www.orbolt.com/asset/SideFX::flamethrower Quote Link to comment Share on other sites More sharing options...
dreamagery2014 Posted July 1, 2015 Author Share Posted July 1, 2015 This sounds great. I really appreciate Johnathan. However, I would really like to figure out how to build this from scratch. I'm trying to find out how to source the particles into the pyroFX system. . I would really appreciate it if you can help me find out how to do this. Greg Quote Link to comment Share on other sites More sharing options...
Netvudu Posted July 2, 2015 Share Posted July 2, 2015 There´s a source from points shelf tool in the Populate Containers tab. It will create the nodes you need to emit from points, which as usual, it´s just the Fluid Source SOP with some parameters adapted. If you want to create it from scratch, at least, give a try to the shelf tool on a simpler scene to check what it does. One of the tricky aspects when emitting from points is the radius of emission from the points....too high and you see big balls of volume on emission which are ugly. Too low and you need a whole lot of particles....Obviously, lots of noise on emission will help a lot to break it and get a more organic and natural look. Quote Link to comment Share on other sites More sharing options...
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