View Full Version : Acid effect

12-14-2008, 06:26 AM
Hi all,

I really don't post enough questions or answers on these discussion boards, something I'll try to address.
Generally, any questions I've had, have already been asked and resolved by members, this forum has been a great resource for me.

I do have a question that I can't seem to find a suitable thread on:
I need to render a static image of an object that has been eaten away by some kind of acid.

I thought the best way would be to use hypervoxels as the acid but I can't find a way of making the hypervoxels interact with the object.
I don't want to adjust the model with booleans as the corrosive effect will need to be tweaked from time to time.

I've found a thread that's nearly there:

This uses another HV as the main object, but I'm using a multi-polygoned object.

Am I overlooking something obvious...?

All help appreciated!

12-14-2008, 06:37 AM
Is this of any use..


Look at the boolean shader.

12-14-2008, 07:02 AM
Many thanks,

I'll check these out and let you know how I get on.

12-14-2008, 12:57 PM
Ok, I've had a play but still cannot get what I want.
It seems the boolean option in DP Kit needs me to assign the values to a mesh.
Unfortunately I still haven't quite got my head around nodes yet and I cannot find any option to edit nodes in hypervoxels.

Is there any other way I can tackle this?

I simply need to make the surface hypervoxels intersect the object and remove the area (reverse of the example pic below).

Thanks for your help people.

12-14-2008, 01:39 PM
These guys have cool stuff

12-15-2008, 02:28 AM
Thanks Roadwarrior,

You're right, Worley do have cool stuff - I have FPrime and love it!
I've sent them an email to see whether Polk's Acid can do what I want, I'm just a little bit hesitant about buying something that isn't going serve my needs.
The animation of the disintegrating spaceship on their website (which is the closest to my needs) looks a little bit basic.
I'm awaiting for a reply so we'll see what happens there.

I'm rendering one frame at high resolution for a print job so it needs to be spot on.

Are there any other solutions out there in the meantime?

Thanks a million guys

12-15-2008, 07:07 AM
If it's purely for a print job I'd do it all in post, much easier and you'll have more control. If it's for an animation I'd try one of these things...

1) Get the HV's right and use a null to dissolve the area near the HV's by using a distance to object gradient in the transparency channel...add some procedurals to break up the edge.

2) Use DPont's Boolean shader with the HV's: http://pagesperso-orange.fr/dpont/plugins/nodes/Additionnal_Nodes_2.html

3) Use DPont's particle paint to create a matte that can be used in post to dissolve the object: http://pagesperso-orange.fr/dpont/plugins/textures/ParticlePaint.html

Personally, #3 would be my choice.