Hey guys!
I've been trying to figure out how to do a simulation similar to this: (AT 0.44)
https://youtu.be/7WWJEJ9o0MA?t=44s [youtu.be]
What I am looking for is particles sticking togheter, but “dissolving” as they progress over time. Kind of how flour would react if punched. I have set up several tests where particles emit smoke. I hope to do a combination of a particle simulation and a pyro simulation, where the particles are emitting as they flow to create trails.
Here are some other good references to what I am refering to:
http://dearphotography.com/ImageLibrary/Kristian-Schuller/950/auto/Powder-Explosion-img.jpg [dearphotography.com]
http://media.gettyimages.com/photos/dust-explosion-picture-id158892924 [media.gettyimages.com]
http://www.850businessmagazine.com/images/cache/cache_8/cache_c/cache_4/shutterstock_141735493-937a34c8.jpeg?ver=1453460206&aspectratio=1 [850businessmagazine.com]
I have made a very basic particle simulation where I use several simulations, but I am non the wiser to how to achieve this realistically.
Do you guys have any tips to what I can try? I have attached my .hip file if you fancy a look. It's very rough at the moment.
All the best,
Audun
Particle "clustering" - Flour explosion
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- Affex
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- Diego Grimaldi
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Hey,
I can't open your file at work but this kind of FX is quite straight forward. I'd suggest to have a first particle simulation or RBD sim of those big chunks that are at the very tip of the “cluster” and then use that simulation to emit tons of particles using the vel from the first simulation.
As you see in the first pic, there seems to be little debris at the tips followed by the dusty particles, so you should follow that same idea.
Good luck!
I can't open your file at work but this kind of FX is quite straight forward. I'd suggest to have a first particle simulation or RBD sim of those big chunks that are at the very tip of the “cluster” and then use that simulation to emit tons of particles using the vel from the first simulation.
As you see in the first pic, there seems to be little debris at the tips followed by the dusty particles, so you should follow that same idea.
Good luck!
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- Affex
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Hey Diego!
Thanks for your reply! Would you have any tips on how I could get that “dissolving” look? That is why I've not tried RBD yet, as the chunks would be solid through the entire sequence. Unless I simulate the dissolving fx separately.
What I will try next is simulating RBD chunks, and then turning them into particles through a volume. Maybe I can do some cool dissolving effects like that.
Time to go back to the drawing board! Thanks for sharing your thoughts though.
If anyone have any cool tricks to cluster particles, so that they are nice chunks, throw me a bone. I've tried Pop Grains, but it's unnecessarily slow.
All the best!
Audun
Thanks for your reply! Would you have any tips on how I could get that “dissolving” look? That is why I've not tried RBD yet, as the chunks would be solid through the entire sequence. Unless I simulate the dissolving fx separately.
What I will try next is simulating RBD chunks, and then turning them into particles through a volume. Maybe I can do some cool dissolving effects like that.
Time to go back to the drawing board! Thanks for sharing your thoughts though.
If anyone have any cool tricks to cluster particles, so that they are nice chunks, throw me a bone. I've tried Pop Grains, but it's unnecessarily slow.
All the best!
Audun
Audun Åse - VFX Artist
www.affex.no
www.affex.no
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- circusmonkey
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Affex
Hey Diego!
Thanks for your reply! Would you have any tips on how I could get that “dissolving” look? That is why I've not tried RBD yet, as the chunks would be solid through the entire sequence. Unless I simulate the dissolving fx separately.
What I will try next is simulating RBD chunks, and then turning them into particles through a volume. Maybe I can do some cool dissolving effects like that.
Time to go back to the drawing board! Thanks for sharing your thoughts though.
If anyone have any cool tricks to cluster particles, so that they are nice chunks, throw me a bone. I've tried Pop Grains, but it's unnecessarily slow.
All the best!
Audun
I think your getting far to complex. RBD > pieces > emit particles > turn to volume . All the rbd chunks need on them is a noise shader to eat away at the diffuse / alpha .
Rob
Gone fishing
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- Affex
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Hey Rob!
I have done some testing and yeah. I think I've been overcomplicating it.
Here is a test I did yesterday.
This is sourced used particles, but I'm going to do an RBD sim instead so I can get more variation in size, while having more interesting shapes. And then use particles to add more grains in some areas.
It's getting there, but still loads to do!
All the best,
Audun
I have done some testing and yeah. I think I've been overcomplicating it.
Here is a test I did yesterday.
This is sourced used particles, but I'm going to do an RBD sim instead so I can get more variation in size, while having more interesting shapes. And then use particles to add more grains in some areas.
It's getting there, but still loads to do!
All the best,
Audun
Audun Åse - VFX Artist
www.affex.no
www.affex.no
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- Angel Das
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- tricecold
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unless you have pieces becoming bigger than the 20% of the screen space, I would literally scale them to 0, and use their area to emit points. bazillions of them, you should also wedge the particle pass
Head of CG @ MPC
CG Supervisor/ Sr. FX TD /
https://gumroad.com/timvfx [gumroad.com]
www.timucinozger.com
CG Supervisor/ Sr. FX TD /
https://gumroad.com/timvfx [gumroad.com]
www.timucinozger.com
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