View Full Version : how to build the mushroom cloud using HV like the "24" movie?

04-22-2008, 08:22 AM
Hi everyone. I want to build a mushroom cloud like the "24" movie. I watched the introduction in the newtek front page, but it doesn't tells much, only a few seconds about the layout scene. Does it apply HyperVoxels on the geometrical surface? How the surface be transformed (using plugin?)? And what else should I concern?

If I don't want to build a geometrical surface, is it possible to use several wind emiter instead?

Thanks very much!! Appricate anyone can help me!

04-22-2008, 09:52 AM
You can apply HVs directly to an object composed only of points. They can be animated using bones, endomorphs or other displacements. Heres a quick example using only geometry and textures.

04-22-2008, 10:23 AM
you can also have a different approach:

04-22-2008, 12:29 PM
http://www.newtek.com/lightwave/profiles/24/index.php If I remember correctly, he explains how he used dynamite to create the effect..


04-22-2008, 04:21 PM
Heres a good thread about a guy who used almost the same technique.

except for the voxel rendering at the top mushroom, this one is using native hypervoxels volume mode directly on points at the mushroom top and then displaced the geometry slightly to get the hv more random.

the 24 mushroom was made by jarrod davis and he used the Dynamite voxel plugin for the top musroom cause of its beutyful internal fire shader, that can of
course be duplicated ..almost with Lightwaves hv If you learn your voxels..theres a difference in rotation handling following polygon rotation, thats tuffer to get with lightwave if at all?
for the 24 stem he used lightwaves voxels.
You can always download the recently updated Dynamite Lite version 1.2
you can use the particle shader, you canīt use fluids in lite version only demo.

A quick tip to create top mushroom, just create a toroid in modeler(under primitives/more.
select edges (se attached image)and do an edgeloop or faste select to points the edge and loop,
then make closed curve. then convert that curve to skelegons, you do that under setup/skelegons...
save object and send to layout, and from there you have to convert skelegons to bones, once that is done you can simple rotate the mushroom
top by selecting all the bones and rotate the blue bank handles.
then apply hypervoxels directly on the mushroom or ad a particle emitter on it.
you can ofcourse rig the mushroom on other axis and other ways but itīs a start..
then theres the bottom stem that can be done with morphing geometry or points.

04-22-2008, 04:32 PM
Dam this forum was slow today or maybe my connection,
Couldnīt edit my post since administrator has put restrictions to edit a post 5 minutes after posting.
well ..just basic spelling bloopers. and fingers moving to fast.

04-22-2008, 07:30 PM
Thanks to all the kind men above!

04-22-2008, 09:48 PM
Yes thank you for the info