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Explosion Trail


evanrudefx

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Hi, 

What is a good way to get good looking tendrils/explosion trails like in the photo. Everytime I attempt this look, my sim just winds up mushrooming out and I can't get the motion I want. Here is the full video of the reference: https://youtu.be/obmbR4lP6Ws I have tried many things. I tried emitting from particles and used the trail sop to create a trail of particles, I have tried emitting from just a few particles, I tried geometry, but I can't seem to get the look that I want. Here is another sim that I did where you can see motion is not that great. https://vimeo.com/262084530

Thanks

 

trail2.JPG

trail.JPG

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The short answer is to set your velocity to zero before you create the fluidsource velocity volume from point attribute v@v.

Instead use a popnet to move particles around then after the popnet, but before fluid sourcing, zero out the point velocity. The particles will still move around and stamp out a density volume, but the vel volume will be set to zero. You can still use the Shaping tools in the solver to introduce more noise into the simulation.

In this configuration, the fluidsource is set to stamping for density as well as velocity.

Untitled-1.jpg

ap_zero_velocity_explosion.hiplc

Edited by Atom
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Thanks @Atom! Basically, your saying not to use the velocity from the popnet? In one of my previous test I set the velocity to negative values, that kinda worked. Could I also just set the velocity to none in the source volume node? Or just not add velocity in the fluid source node?

Edited by ejr32123
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You really don't want to set vel to none. It needs to exist, just make sure it is zero.

You can also tie @density to particle age which can get you more density at the start and less as the particle ages.

f@density = fit(@age,0,@life, 10,2);

 

Edited by Atom
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