Vacuum space explosion

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Hallo!

I'm trying to figure out how to properly do space explosion / impact on mars or any other planet that has no atmosphere.

I've read huge topic about smoke behavior: http://forums.odforce.net/topic/18397-get-rid-of-mushroom-effect-in-explosion-and-add-details-in-the-opening/ [forums.odforce.net]

At first, I'm trying to achive this:




How to force smoke to behave like simple, “lifeless”, unturbulent, dull, boring particles?

Or maybe, how to render boring particles as nice looking smoke (no luck with that either)?


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What I've tried:


- somehow remove pressure (not sure I've done this right, but I could delete temperature, vel, density… but pressure without any luck)

- advect vel field itself (no difference in vel = no pressure), but that lead to uncontrolled vel turbulence, when used with more complex emitter.

- somehow blurring vel field and adding it when microsolver projectmultigrid was off to expand smoke.

- make those red particles a volume and to look like smoke, but there is problem with disappearing (they kind of always pop out of existence even if particles fade nice and slow).


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I did something very similar with particles. The key is to have a lot, then play with size and opacity.
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How did you render it? As volume? As lots and lots of points?
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As lots of points, with a regular mantra shader
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