Jump to content
Sign in to follow this  
Raymond Chua

Some hints or tips to improve my tornado look/shader?

Recommended Posts

Hi all,

How are you guys?

I been trying to do a tornado on H.

I been tweaking it for weeks and I still can't get it to look right. So maybe someone can look at my scene file and give me some ideas on where to improve?

I have attached the render images and scene file.

The images look horrible and I been trying to get it right but no avail.

Thanks!

tornado_ugly1.jpg

tornado_ugly2.jpg

tornado_ugly23.jpg

tornado_ugly31.jpg

regards,

Ray

tornado_merge_29_changeTornadoShader.hipnc

Share this post


Link to post
Share on other sites

Check out 3dbuzz, there are some free tornado tutorials (Houdini 6 but should be helpful anyway).

Share this post


Link to post
Share on other sites
Check out 3dbuzz, there are some free tornado tutorials (Houdini 6 but should be helpful anyway).

Hi there,

thanks for the reply.

I have tried the tutorials at 3d buzz but it is not giving me the look i want. I would like to get a smoky details look.

I know volume shader can achieve the quality, but i wish to see if i can get it done in particles using sprite shader since it is faster.

Edited by Raymond Chua

Share this post


Link to post
Share on other sites
Hi there,

thanks for the reply.

I have tried the tutorials at 3d buzz but it is not giving me the look i want. I would like to get a smoky details look.

I know volume shader can achieve the quality, but i wish to see if i can get it done in particles using sprite shader since it is faster.

Is it possible to achieve something like this using sprites and vex surface SHOP?

I have been playing with sprites' sizes, number of particles birth and the noise and color on the SHOP but still can't get that.

This is a test achieve in volume shader. Something that look like this using sprites?

tornado_volume.jpg

Thanks.

Share this post


Link to post
Share on other sites

I have a little crazy idea :lol:

Have you tried to birth particles from the tunnel? Pointing inverse of the vector direction of each one with sprite rendering too.

Share this post


Link to post
Share on other sites
Is it possible to achieve something like this using sprites and vex surface SHOP?

I have been playing with sprites' sizes, number of particles birth and the noise and color on the SHOP but still can't get that.

I think you'd need so many sprites overlapping and shadowing each other that you're really just creating a Volume. ;)

Share this post


Link to post
Share on other sites
I think you'd need so many sprites overlapping and shadowing each other that you're really just creating a Volume. ;)

thanks. :)

Personally, have you face this kind of issue before? And what do you end up doing most of the time to solve it?

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×