osmanertasdiken Posted December 14, 2018 Share Posted December 14, 2018 (edited) Hi everyone! I'm trying to simulate a smokey effect for an engine. Here is the kind of look that i'm going for. And this is the look I have so far; My main problem is about creating the windy smoke that is coming from the engine. How can I achieve that look? I've also attached my .hip file. I have been playing around with it for so long that I can't even tell where to start fixing things.. Any help is highly appreciated! Engine_ODForce.hipnc Edited December 14, 2018 by osmanertasdiken Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted December 14, 2018 Share Posted December 14, 2018 you could do a simple particle simulation and then rasterize them to get the volume. then control density based on age of your points. 1 Quote Link to comment Share on other sites More sharing options...
osmanertasdiken Posted December 25, 2018 Author Share Posted December 25, 2018 (edited) On 14.12.2018 at 8:32 PM, Jesper Rahlff said: you could do a simple particle simulation and then rasterize them to get the volume. then control density based on age of your points. Thank you so much for your help! Haven't seen it earlier so sorry for late reply. I did rasterize the particle simulation I created. But it has a lack of detail on the smoke and also I have some sort of Pscale problem that I don't know how to fix... As you can see here beginning of it has more detail then at the end it's extremely blurry. Also when I put the voxel size down this is how it looks like; How can I add detail and get a higher resolution sim? OdForceVolumeQuality.hipnc Edited March 21, 2019 by osmanertasdiken Uploaded hip file Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted December 30, 2018 Share Posted December 30, 2018 attached is a simple example of how I would set it up to get ultimate control over resolution of your volume without having to sim a billion points. OdForceVolumeQuality_suggestion.hipnc 1 Quote Link to comment Share on other sites More sharing options...
osmanertasdiken Posted January 1, 2019 Author Share Posted January 1, 2019 On 30.12.2018 at 9:14 PM, Jesper Rahlff said: attached is a simple example of how I would set it up to get ultimate control over resolution of your volume without having to sim a billion points. OdForceVolumeQuality_suggestion.hipnc You, sir, are amazing, this is really helpful thanks a lot! Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted January 2, 2019 Share Posted January 2, 2019 22 hours ago, osmanertasdiken said: You, sir, are amazing, this is really helpful thanks a lot! you are welcome. let me know if anything is unclear Quote Link to comment Share on other sites More sharing options...
osmanertasdiken Posted January 31, 2019 Author Share Posted January 31, 2019 Hi,1 I'm back here with 2 questions. Firstly I'm having trouble re-shaping the P points, it works only if my particles are at 0. I want them to get smaller as it goes like a jet engine would, not going straight. How can i achieve that look? This is how it is at the moment; Secondly, I'm not sure how to get a stronger velocity blur, this is what I'm after motion blur vise; I've also attached a hip file to explain it bit further. Any help would be greatly appreciated, Thanks, Osmaner. ODFORCE_QUESTION.hipnc Quote Link to comment Share on other sites More sharing options...
Atom Posted January 31, 2019 Share Posted January 31, 2019 (edited) It is easier to work with your circle at 0,0,0. You can move those transforms to the end of the chain and still achieve the same look. Use a PopAttract to cause the particles to collapse towards the center. To increase the motion blur, try adding a multiplier to your v@v attribute. v@v*=10; ap_ODFORCE_QUESTION.hipnc Edited January 31, 2019 by Atom Quote Link to comment Share on other sites More sharing options...
osmanertasdiken Posted February 1, 2019 Author Share Posted February 1, 2019 9 hours ago, Atom said: It is easier to work with your circle at 0,0,0. You can move those transforms to the end of the chain and still achieve the same look. Use a PopAttract to cause the particles to collapse towards the center. To increase the motion blur, try adding a multiplier to your v@v attribute. v@v*=10; ap_ODFORCE_QUESTION.hipnc Thank you so much for your help and taking your time for this, sir! The only thing is that on the geometry there will be about 15 of these boosters in different locations, and it would be preferable to simulate them bit different than some others. From this method the only idea I have is that simulating few variances and placing into their location manually, I'm wondering if there would there be a procedural way of doing this? And also I've tried multiplying v but motion blur seems to be still not changing at all, could it be that I'm using lines to create the shape rather than particles? Quote Link to comment Share on other sites More sharing options...
osmanertasdiken Posted March 21, 2019 Author Share Posted March 21, 2019 (edited) Hi everyone, So I've been trying to add some more noise to the particles in order to achieve a natural look for my engine fire. But I'm not satisfied with the look I'm getting at the moment... Here is the quick render of what I got; And here is a reference from ILP's work for Lost in Space; (And here is the link for the video; https://vimeo.com/312536986 - 0:27) Any suggestion how can I achieve a similar look on my sim? (PLEASE HELP I'M DYING INSIDE) I also attached my project file if anyone wants to take a look at it. Thanks, Osmaner. OdForce_EngineSetup.hipnc Edited March 21, 2019 by osmanertasdiken 1 Quote Link to comment Share on other sites More sharing options...
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