moneitor Posted January 18, 2017 Share Posted January 18, 2017 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. Quote Link to comment Share on other sites More sharing options...
eetu Posted January 18, 2017 Share Posted January 18, 2017 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" Quote Link to comment Share on other sites More sharing options...
moneitor Posted January 18, 2017 Author Share Posted January 18, 2017 (edited) 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 January 18, 2017 by moneitor Quote Link to comment Share on other sites More sharing options...
stickman Posted January 18, 2017 Share Posted January 18, 2017 Thinking of the human torch, perhaps draw out a trailing geometry with velocity attribute... just to get a visual mass of flame behind him, which then dissipates as simulated? Quote Link to comment Share on other sites More sharing options...
moneitor Posted January 18, 2017 Author Share Posted January 18, 2017 There you go, this scene of course is pretty simple, and my source in the production scene is moving much much more faster, and further away than this. quaternionTest.hipnc.hip Quote Link to comment Share on other sites More sharing options...
fencer Posted January 18, 2017 Share Posted January 18, 2017 (edited) how about? quaternionTest_v01.hipnc.hip Edited January 18, 2017 by fencer Quote Link to comment Share on other sites More sharing options...
moneitor Posted January 18, 2017 Author Share Posted January 18, 2017 I was losing all the time with interpolations crap and totally forgot about the trail hahahah, thanks Fencer. Quote Link to comment Share on other sites More sharing options...
tamagochy Posted January 19, 2017 Share Posted January 19, 2017 I increase substeps and time scale of the dop network to make faster behavior of the dop sim. Quote Link to comment Share on other sites More sharing options...
bigmustache Posted January 22, 2017 Share Posted January 22, 2017 fast moving object means everything happened fast too.so ,i think we should sclae up the timescale when simulation. Quote Link to comment Share on other sites More sharing options...
bigmustache Posted January 22, 2017 Share Posted January 22, 2017 fast moving object means everything happened fast too.so ,i think we should sclae up the timescale when simulation. Quote Link to comment Share on other sites More sharing options...
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