Page 2 of 4 FirstFirst 1234 LastLast
Results 16 to 30 of 57

Thread: Tree Burst

  1. #16
    Back from Monkey Island Weetos's Avatar
    Join Date
    May 2003
    Location
    France
    Posts
    943
    Wow - Amazing ! Really nicely executed

    A tutorial would be much appreciated indeed !

  2. #17
    Profesor Pixel Poo Mr Rid's Avatar
    Join Date
    Oct 2005
    Location
    Los Angeles
    Posts
    2,826
    Quote Originally Posted by karlieman View Post
    Sorry I was not clear, I meant the video with the clumps of dirt not the dust are those particles or are they dynamics?
    PFX and Surface voxels. An emitter for larger dirt clods erases at ground impact, then at that point the child emitter throws up a little burst of smaller clods to create the effect of the larger chunks shattering into smaller pieces on impact. Although there is a frustrating problem in PFX where not all parent particles emit child particles as they should. Consequently, a lot of the larger clods just vanish into the grass. To counter, the higher the child birth rate, the more parent particles inherit child emissions (?), but then a birth rate high enough to get all the parents emitting, inevitably generates way too many particles. The smaller particles needed to bounce, but then you have the jittery problem where the particles never come to a stop. So here I just have to pretend they are falling below the grass line.

    I also ran into a bug with these scenes where LW refused to acknowledge more than 2 groups. It kept ignoring any subsequent groups for some reason. I had to tediously enable and disable different sets of effectors and calculate things separately.

    The biggest headache was that stupid jittering hardFX pieces problem. Nothing would get the large ground chunks to stop flipping around long after they should have come to a stop. I wound up having to crank up 'resist spin' but then of course the chunks would not rotate realistically, but they are just sort of obscured in the action here. There's too much compromise with LW dynamics.
    Last edited by Mr Rid; 11-15-2009 at 05:41 PM.
    "O K, so what's the speed of dark?"

    Demo reel 2017
    https://www.youtube.com/watch?v=yOOixvRhcs4

  3. #18
    Uber Noob IgnusFast's Avatar
    Join Date
    Aug 2003
    Location
    Omaha NE
    Posts
    908
    Please don't take this as an insult, but I absolutely cannot tell that shot was not done in live action with miniatures. Absolutely amazing!!!

    And for some reason, it reminds me of the movie Beetlejuice, though I'll be damned if I can figure out why...

  4. #19
    Profesor Pixel Poo Mr Rid's Avatar
    Join Date
    Oct 2005
    Location
    Los Angeles
    Posts
    2,826
    Reminds of an unintentional compliment when I read an IMDB comment on a crappy movie called Storm that I worked on. Someone said how cheezy the FX looked because he could see the wires on the planes... but they were all CG, so I assumed he thought they looked like miniatures.

    Shooting half scale miniature of a shape punching thru dirt was considered. But I figured it was too difficult to plan something that would work with the different stages of branches punching thru, and for tweaking changes.

    I was not happy with the appearance of the HardFX ground chunks. They looked too sharp-edged and geometryish, although they are somewhat obscured in the action. I could not use high res, displaced geometry because it took too long to run a sim with it, and could not use HardLink since neighboring chunks had overlapping points and it can not practically interpret which point should go where. To break up the shapes, I tried a test with FFX that would have helped, but encountered too much glitchiness and could not quickly enough get FFX to work in the more complex scene, to spread densely enough over the whole ground object, and to light in a way that blended well into the BG. If I had more time I would have tried instancing. I did apply some HVs to the chunks to break up their shapes a little, but as usual they mostly looked like little Milkduds.

    FFX test
    Last edited by Mr Rid; 11-17-2009 at 02:40 AM.
    "O K, so what's the speed of dark?"

    Demo reel 2017
    https://www.youtube.com/watch?v=yOOixvRhcs4

  5. #20
    Registered User karlieman's Avatar
    Join Date
    Feb 2008
    Location
    Dreamland Be Back In A Sec
    Posts
    229
    Here is a little test of the surface hypervoxel dirt clumps please tell me what you think.http://www.newtek.com/forums/attachm...1&d=1258478773
    Attached Files Attached Files
    Hi person reading my signature by the time your done reading this you will have realized this is a very stupid signature.

  6. #21
    Uber Noob IgnusFast's Avatar
    Join Date
    Aug 2003
    Location
    Omaha NE
    Posts
    908
    They're so light in color and disappear that they look more like sparks. Maybe that's just me.

  7. #22
    Profesor Pixel Poo Mr Rid's Avatar
    Join Date
    Oct 2005
    Location
    Los Angeles
    Posts
    2,826
    Quote Originally Posted by karlieman View Post
    Here is a little test of the surface hypervoxel dirt clumps please tell me what you think.
    Thats the idea. But yeah, I think your child pfx are popping up a little too high for the velocity of the parents. You also want to have as aggressive a hyper texture as possible to break up the ball shapes. It is better to have the child particles bounce instead of erase (in a separate group) but then they wont come to a complete stop.
    Last edited by Mr Rid; 11-17-2009 at 03:55 PM.
    "O K, so what's the speed of dark?"

    Demo reel 2017
    https://www.youtube.com/watch?v=yOOixvRhcs4

  8. #23
    Profesor Pixel Poo Mr Rid's Avatar
    Join Date
    Oct 2005
    Location
    Los Angeles
    Posts
    2,826

    Some other pfx problems

    I needed emitters to emit while they passed up thru the ground collision, but LW insists on this weird thing where the particles emit above the collision-
    emitThruBounce-.mov

    Another ongoing frustration I mentioned before is how child particles will not emit from all of the parent particles, unless the child birth rate is cranked up to an impractical value. Here, the parents (blue) will not begin emitting children for several frames after birth-
    ChildNotEmitting-.mov
    Last edited by Mr Rid; 11-17-2009 at 03:53 PM.
    "O K, so what's the speed of dark?"

    Demo reel 2017
    https://www.youtube.com/watch?v=yOOixvRhcs4

  9. #24
    Registered User karlieman's Avatar
    Join Date
    Feb 2008
    Location
    Dreamland Be Back In A Sec
    Posts
    229
    Here is a better test.http://www.newtek.com/forums/attachm...1&d=1258499805
    Attached Files Attached Files
    Hi person reading my signature by the time your done reading this you will have realized this is a very stupid signature.

  10. #25
    Profesor Pixel Poo Mr Rid's Avatar
    Join Date
    Oct 2005
    Location
    Los Angeles
    Posts
    2,826
    mmm, but now the child particles dont bounce at all. Try a bounce collision with Fix Power of 2 or 3.
    "O K, so what's the speed of dark?"

    Demo reel 2017
    https://www.youtube.com/watch?v=yOOixvRhcs4

  11. #26
    Super Member geo_n's Avatar
    Join Date
    Aug 2007
    Location
    jpn
    Posts
    4,677
    Another excelllent effects work. Would really be interested with those tutorials. Kurv should try to get those techniques to videos. It would benefit the lw community and maybe we can get more jobs with it.

  12. #27
    Super Member Hieron's Avatar
    Join Date
    Aug 2006
    Location
    Netherlands
    Posts
    1,685
    Really nice.. +1 for a tut
    Great looking dust.

  13. #28
    Registered User AdamAvenali's Avatar
    Join Date
    Apr 2005
    Location
    Savannah, GA
    Posts
    778
    Mr Rid, are you okay with being my hero? great work!

  14. #29
    Profesor Pixel Poo Mr Rid's Avatar
    Join Date
    Oct 2005
    Location
    Los Angeles
    Posts
    2,826
    Thanks everyone.

    wireframe-
    http://www.youtube.com/watch?v=F2C5ZwDEfDQ

    The spheres parented to limb bones serve as collisions for the ground, and as dirt and dust emitters.
    Last edited by Mr Rid; 12-02-2009 at 12:02 AM.
    "O K, so what's the speed of dark?"

    Demo reel 2017
    https://www.youtube.com/watch?v=yOOixvRhcs4

  15. #30
    Super Member gordonrobb's Avatar
    Join Date
    Oct 2003
    Location
    Scotland
    Posts
    1,323
    Very sweet work there Mr Rid

    It would appear to me, that you are the god of lightwave's particle effects for sure.

Page 2 of 4 FirstFirst 1234 LastLast

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •