CeeGee Posted April 24, 2009 Share Posted April 24, 2009 I whant to make some explosion, but have some problem with DOP simulation First test is with fan force, but you can see smaller part that go far away, DOp_blast.mov And this other is with sphere, something like comet hit bridge, and i have samo part that go far away.. blast06.mov What can i slow down only that parts, or something else to not let them go so far away... Thanks Quote Link to comment Share on other sites More sharing options...
Netvudu Posted April 24, 2009 Share Posted April 24, 2009 I Quote Link to comment Share on other sites More sharing options...
pclaes Posted April 24, 2009 Share Posted April 24, 2009 First test is with fan force, but you can see smaller part that go far away,And this other is with sphere, something like comet hit bridge, and i have samo part that go far away.. What can i slow down only that parts, or something else to not let them go so far away... This problem looks caused by two things: 1) your fan force should be animated with a high value for a very short timespan and it should have a very strong falloff, meaning that the further you get from the fan, the less strong the force is. 2) you need ( to increase) drag. At high speeds the air resistance (drag) should be higher. As a "hack" perhaps you can bring the smaller pieces into the simulation as a seperate group of fractured geometry and have that group affected by a smaller fan force. Quote Link to comment Share on other sites More sharing options...
CeeGee Posted April 24, 2009 Author Share Posted April 24, 2009 pclaes, that was my idea for smaller pieces, but problem is i have around 400 pieces, in my fracture object, i will try you and Netvudu tips... thanks Quote Link to comment Share on other sites More sharing options...
goldleaf Posted April 25, 2009 Share Posted April 25, 2009 (edited) Just to add to what's been said. Sometimes I get small pieces that simply fly really far away, but after adding explosion effects, it won't be very noticeable. Maybe when you're shattering your object, you could setup less tiny pieces, or play with the mass so that it's heavy enough to not throw the tiny pieces really far, but still appropriate for the larger pieces. Also, I would add some initial velocity to the pieces upon impact, as they kind of look like they speed up, and then slow down. Does that make sense? Great job! Edited April 25, 2009 by goldleaf Quote Link to comment Share on other sites More sharing options...
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