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Thread: Explosion Workshop 1- particle carrier and trail plumes Hv sprites

  1. #1
    RETROGRADER prometheus's Avatar
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    Explosion Workshop 1- particle carrier and trail plumes Hv sprites

    Hi there, Im gonna start a little workshop, not a video tutorial and not a complete scene with Hypervoxels, Im gonna post this very simple particle setup with two emitters, One serving as the initial particle carrier and the other as a trailing plume.

    You will also see a sample mov (attached) of how it could look like with Hv sprites, Yes Im using that for a little faster rendering, thou this sprite setup from me is a little slow still due to the use of maximum slices of 7.

    So do not be dissapointed that Itīs only the particles, this is for us to all learn on the way including myself when going through this.

    I will give you some basic hints on my Hv sprite setup along the way and everyone is welcome to post questions,suggestions and scenefiles.

    Hope you will have the time to join in and perhaps on the way we can take it further with Hypervoxels volume mode and also improving on the base particle dynamics along the road, but for now hv sprites...so should you choose to accept the mission, your task is to use my scene and apply Hv sprites.

    Starting guiding tips are that I use the fbm noise hypertexture, velocity translate for the texture effect, and a scaling of 6 meters on the texture.
    Attached files are the lws scene..without hvs, image of how it looks with hvs..and a mov zipped file of how it looks in motion.

    Good luck

    Michael
    http://vimeo.com/user680656/videos
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  2. #2
    Transform and roll out alesxander's Avatar
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    thanks a lot prometheus. very useful

    alesxander,
    http://alesxander.com

  3. #3
    RETROGRADER prometheus's Avatar
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    anytime..Im also here to help guide setting up voxels for those interested.

    Video sample is now also online at vimeo..same as attached mov file.
    http://vimeo.com/26926486


    Thereīs a few gradients on the opacity,luminosity,density, color channels..with a local density base on some with very heavy density.
    Michael

  4. #4
    Man of many cells. shrox's Avatar
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    Lion-O shows us HV love. Thanks Michael.
    shrox www.shrox.com
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  5. #5
    Profesor Pixel Poo Mr Rid's Avatar
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    Is this the idea?
    Explosion_plants.mov
    "O K, so what's the speed of dark?"

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

  6. #6
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Mr Rid View Post
    Is this the idea?
    Explosion_plants.mov
    Lol..Almost

    cool looking veggie bomb..leaf images on sprites I guess or pure hypertextures?

    It misses the branches growing thou it seems, would be interest to do the branhces first with hv surfaces on the trail emitter, and perhaps generate a third emitter with leafs and have
    the trail as a nozzle for the third emitter.

    Michael

  7. #7
    Profesor Pixel Poo Mr Rid's Avatar
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    Well if you wanna go nutz- leaves, twigs and the resulting nine emitters send render time thru the roof.

    wire- http://www.box.net/shared/static/xlr...8euxazgg7r.avi

    The real trick would be getting it to blow in the wind. I never understood why HVs dont respect partigon displacement.
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    Last edited by Mr Rid; 07-27-2011 at 11:57 AM.
    "O K, so what's the speed of dark?"

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

  8. #8
    Profesor Pixel Poo Mr Rid's Avatar
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    "O K, so what's the speed of dark?"

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

  9. #9
    Nice Mr Rid....u r a HyperVoxels God!

  10. #10
    Profesor Pixel Poo Mr Rid's Avatar
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    Its depressing that I've spent this much time in HVs... a useless voxel bush? Btw, if you 'calculate' in the plant scene, the dirt particles wont work right- one of many PFX bugs. Sometimes a PFX works better with calculate, and sometimes it works better without. But hopefully someone may get ideas from the way you can setup child emitters as Prometheus initiated here.

    I do think there needs to be a central place for free HV tuts and info.
    Last edited by Mr Rid; 07-27-2011 at 11:48 PM.
    "O K, so what's the speed of dark?"

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

  11. #11
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Mr Rid View Post
    Its depressing that I've spent this much time in HVs... a useless voxel bush? Btw, if you 'calculate' in the plant scene, the dirt particles wont work right- one of many PFX bugs. Sometimes a PFX works better with calculate, and sometimes it works better without. But hopefully someone may get ideas from the way you can setup child emitters as Prometheus initiated here.

    I do think there needs to be a central place for free HV tuts and info.
    Nice addition Mr Rid, Even thou Itīs a bush lot to learn from it.

    Indeed it would be a good Idea to have a workshop place forum thread, dealing with the hypervoxel system, that will most certainly also serve as a development feedback ground if and when Newtek staff takes the time to look in to that place to find out what is and can be improved within hypervoxels...Itīs about time now, (deja vu..havent I said that the last couple of years)

    I was hoping some more guys would join in already and try to acheive something similar or better with " hv-sprites" so we all can learn more about it and Itīs conīs and proīs.

    After that is dealt with, we could move on to volumetric mode of voxels, and see what we can do to get faster rendertimes etc...get a nice lighting and shading going on.

    Or we could work with sprite clips, and In a later stage working more with the initial particle setup, adding turbulence and noise to the trailer through directional winds with procedural textures or use the velocity channels of the trailer perhaps the carrier too..and set procedural textures to get some undulating spreads of particles.


    Michael
    http://vimeo.com/26926486

  12. #12
    Profesor Pixel Poo Mr Rid's Avatar
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    Bush burst

    http://www.youtube.com/watch?v=4cLzWWETGpc View HD.

    Had to disable cast shadows for branches and twigs to get reasonable render time. GI was still prohibitive. I pre-rendered the sprite clip animation of a single leaf wiggling as if blown by wind, then random offset to get the gently fluttering effect.
    Last edited by Mr Rid; 07-29-2011 at 07:01 PM.
    "O K, so what's the speed of dark?"

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

  13. #13
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Mr Rid View Post
    http://www.youtube.com/watch?v=4cLzWWETGpc View HD.

    Had to disable cast shadows for branches and twigs to get reasonable render time. GI was still prohibitive. I pre-rendered the sprite clip animation of a single leaf wiggling as if blown by wind, then random offset to get the gently fluttering effect.
    That was beautiful, I wish we could have thinking particle system or particle flow and some l-systems to setup a mapflow of the particles, wichful thinking to create different l-system map structure wich could be loaded in and perhaps node connected to wich ever particle branch you would want.

    Back to the explosion workshop for fire and explosions, where are the guys? are you on vacation or is it just lack of interest nowadays, I thought there was some people here who wanted to discover hypervoxels in and outs a little more?

    Dont be afraid of the fact that the Master Mr Rid is here, even thou he seem to be leading you to the dark side wich leads to creating strange bushes

    Michael
    http://vimeo.com/26926486

  14. #14
    oh corks
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    Quote Originally Posted by prometheus View Post
    ...where are the guys?
    I think maybe some of the people who've been asking about explosions the most simply haven't found this thread yet. (Finding it involves travelling outside the main couple of sections...)

    Also, I think maybe you're setting the starting level too high, and people don't even know where (or how) to begin. These days a lot of people don't know how to use pfx or HVs for anything other than extremely simple stuff. (Where can they learn? The LW manuals are an awful, awful joke, what tiny amount of learning material about pfx and HVs there is mostly has to be paid for, and in the forums there's not a big enough crowd of people now with old-school knowledge who're either showing off things they've just worked out or answering questions with detailed explanations.)

    Also, and I might be imagining it, but things do generally seem to have been very subdued since the Core announcement.

    @Mr Rid - As ever Monsieur Rid, your pfx and HV work is mightily impressive. Very, very nice.

  15. #15
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Cardboard View Post
    I think maybe some of the people who've been asking about explosions the most simply haven't found this thread yet. (Finding it involves travelling outside the main couple of sections...)

    Also, I think maybe you're setting the starting level too high, and people don't even know where (or how) to begin. These days a lot of people don't know how to use pfx or HVs for anything other than extremely simple stuff. (Where can they learn? The LW manuals are an awful, awful joke, what tiny amount of learning material about pfx and HVs there is mostly has to be paid for, and in the forums there's not a big enough crowd of people now with old-school knowledge who're either showing off things they've just worked out or answering questions with detailed explanations.)

    Also, and I might be imagining it, but things do generally seem to have been very subdued since the Core announcement.

    @Mr Rid - As ever Monsieur Rid, your pfx and HV work is mightily impressive. Very, very nice.

    It might be in the wrong sections, I think I need to crosspost it to get some more people aware of it I guess, and yeah Ivé noticed a very heavy decline in posting in newtek forums, wether or not that is due to vacations, or the core announcements or something else can only be speculated about.

    Not sure if I set it to high? I provided a scenefile to start with and a sample on how it could look like, the rest is for people to come in and aske questions if something is unclear or need other basic help, but Iīll look over that and perhaps I could write a fast guide to set it up more.

    Michael

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