Vacuum space explosion

   3274   3   1
User Avatar
Member
4 posts
Joined: June 2016
Offline
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)?


=================
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).


User Avatar
Member
253 posts
Joined: July 2006
Offline
I did something very similar with particles. The key is to have a lot, then play with size and opacity.
User Avatar
Member
4 posts
Joined: June 2016
Offline
How did you render it? As volume? As lots and lots of points?
User Avatar
Member
253 posts
Joined: July 2006
Offline
As lots of points, with a regular mantra shader
  • Quick Links