Hey everyone, new to the forums here.
Can anyone help me get started on the best approach to do dust kicked up by a landing helicopter?
Aim is realistic, integrating a 3D helicopter landing on a dusty concrete surface.
Any help to point me in the right direction welcome.
Thanks in advance
Cordy
helicopter landing FX
10640 5 0- cordy
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- Hamedalto
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- Lewul
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http://www.thegnomonworkshop.com/store/product/898/Introduction-to-Maya-Fluid-Effects#.UhxgZxu-18E [thegnomonworkshop.com]
In this tutorial there is a part where he emits particles from a NURBS circle, and these particles also emit smoke. So maybe you can do the same, the circle can follow the helicopter, emit particles and particles will emit the dust. And then add forces, etc. It's just an idea.
In this tutorial there is a part where he emits particles from a NURBS circle, and these particles also emit smoke. So maybe you can do the same, the circle can follow the helicopter, emit particles and particles will emit the dust. And then add forces, etc. It's just an idea.
- cklosters
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Best would be to build your velocity volume derived from the rotating chopper blades. Plug it in to your Simulation and tweak settings accordingly (velocity contribution etc.)
There are many ways to achieve this, but I tend to think of 'm in terms of forces and matter. What is it you want to be kicked up, how do you want it to be displaced, should it settle? Next tackle all individual bits one by one and come up with small tests to help you understand what is necessary. Building the entire setup at once will most likely result in a less usable simulation.
There are many ways to achieve this, but I tend to think of 'm in terms of forces and matter. What is it you want to be kicked up, how do you want it to be displaced, should it settle? Next tackle all individual bits one by one and come up with small tests to help you understand what is necessary. Building the entire setup at once will most likely result in a less usable simulation.
Senior Technical Artist Guerrilla Games
- cklosters
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Best would be to build your velocity volume derived from the rotating chopper blades. Plug it in to your Simulation and tweak settings accordingly (velocity contribution etc.)
There are many ways to achieve this, but I tend to think of 'm in terms of forces and matter. What is it you want to be kicked up, how do you want it to be displaced, should it settle? Next tackle all individual bits one by one and come up with small tests to help you understand what is necessary. Building the entire setup at once will most likely result in a less usable simulation.
There are many ways to achieve this, but I tend to think of 'm in terms of forces and matter. What is it you want to be kicked up, how do you want it to be displaced, should it settle? Next tackle all individual bits one by one and come up with small tests to help you understand what is necessary. Building the entire setup at once will most likely result in a less usable simulation.
Senior Technical Artist Guerrilla Games
- chevita
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