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Fire emittion from insanely fast moving source


moneitor

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Hi everyone, I was wondering if any of you can give me any clue about how to proper emitt fire from an object that is moving really really fast, I been trying this approaches so far, 1- Inverting all the transformations and keeping it in the origin, simulate everything in the origin, and then reaply the transformation to the fire, 2- Using only a percentage of the transformation to keep it moving slow but preserving some sort of movement, 3- Using quaternions based on velocity to create an orient, and then use this orient to drive the rotation of some precached fires, non of these have give me cool enough results.

Do any of you guys have experience with a task like this?

 

Cheers.

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Hard to say without seeing the case at hand, but how about building emitter geometry that spans between the current and previous positions of the emitter?

In other nonwords, "o==o==o==o" Instead of "O   O   O   O"

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Yeah, I did something similar, I applied some sort of quadratic interpolation to get positions between the next, current and previows frame, so I could displace the emitting points using that interpolation, but the source is moving that fast, that is not giving me nice results, I will try to prepare a file to show it.  But in the meantime, just imagine a sphere, and you put a noise on its transformation with a really high frequency and amplitud, you will end up with a sphere with crazy movements, that is more or less what I have now as a source, but instead of a sphere, is a character.  I am wondering how the guys on the 4 fantastics achieve that with the fire-ish guy moving that fast while flying.

Edited by moneitor
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