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malc0lm
02-10-2003, 04:41 PM
How can one make a similar trail like this on, in cinema?
http://www.highend3d.com/maya/tutorials/missle/missilesilo.jpg

(image from a maya tut that can be found here (http://www.highend3d.com/maya/tutorials/missle/))

AdamT
02-10-2003, 04:44 PM
Pyrocluster would be the best way if you have it.

malc0lm
02-10-2003, 04:48 PM
My friend have it, so I could go over (neighboor) and fix it, but how does one do it in pyro then?

AdamT
02-10-2003, 05:03 PM
I'd have to refer you to the manual, as PC's a pretty complex piece of work. There are presets to get you started, and you would adjust the the age gradients to change in the puff size and color over time.

malc0lm
02-10-2003, 05:33 PM
It turned out that He didnt have PC... :(
Back to square one.:shrug:
Now what?
Any ideas?

LucentDreams
02-10-2003, 06:01 PM
SMokeit shader could do the smoke, where its stil hot and intense white into orange though, I don't know, seems like something that should be possible in expresso, but thats still a little out of my expresso knowledge like manythings in expresso are.

Per-Anders
02-10-2003, 07:11 PM
ok i guess you don't have v8, but you can create sprites like in my thinking particles tutorial using v7 particles, just createa a plane, and use the same texture settings as i used in that tutorial (go to the tips section http://www.peranders.com/c4d8 ) then bung the plane into the emitter, and att a Look at Camera tag to teh plane. make sure the plane is facing -z and that it's only got one segment in both directions and you should be away :)

TemperalVision
02-10-2003, 07:19 PM
Originally posted by Kaiskai
SMokeit shader could do the smoke, where its stil hot and intense white into orange though, I don't know, seems like something that should be possible in expresso, but thats still a little out of my expresso knowledge like manythings in expresso are.

you could use the Smokeit shader in combination with the SLA proximall shader to add color to the areas of smoke that are still hot.

place a null at the end of the missle and have the proximal shader targeted to it. Set it up with a nice color gradiant (white to orage to gray or whatever) and this should work.

If this doesn't work , I'm sorry. It's been a long time since I used C4D.:blush:

flingster
02-10-2003, 08:11 PM
smokeit for the first smoke trail, then surely the glowing bit can just be another emitter group with the particles dying/destructing earlier? texture wise not much idea and mdme_sadie is your best bet....gradient, noise, (or lights emitted) etc dunno not really my specialist subject but just a thought. if it doesn't need to be animated you can always get it into photoshop and start tweaking last resort of course.
:wip:

for smokeit go to pelham design
http://www.pelhamdesign.com/shaders/c4d_shader_gallery.html

LucentDreams
02-10-2003, 08:15 PM
SmokeIT is a 3D shader with no channels, and thus does not work with proximal

AdamT
02-10-2003, 08:22 PM
Perhaps some lens flares/visible lights for the orange bits.

malc0lm
02-10-2003, 09:21 PM
Originally posted by Kaiskai
SMokeit shader could do the smoke, where its stil hot and intense white into orange though, I don't know, seems like something that should be possible in expresso, but thats still a little out of my expresso knowledge like manythings in expresso are.

I've tried SmokeIT shaders but I keep getting these strange artifacts (using a sphere in an emitter, weird "cut-thrus" that a sphere-shaped and the standard material grey). And my Xpresso (COFFEE?) skills are none.

Originally posted by mdme_sadie
ok i guess you don't have v8, but you can create sprites like in my thinking particles tutorial using v7 particles, just createa a plane, and use the same texture settings as i used in that tutorial (go to the tips section http://www.peranders.com/c4d8 ) then bung the plane into the emitter, and att a Look at Camera tag to teh plane. make sure the plane is facing -z and that it's only got one segment in both directions and you should be away



Looks cool, will try it as soon I get home


Thx for all the input, wish I had the time to reply to all of them!

Cheers

flingster
02-10-2003, 09:34 PM
malc0lm: to get rid of those strange artifacts just increase the ray depth.

render > render settings > Options > Ray depth

i think that will cure it....please correct me if i'm wrong anybody.

post us something if you get anything youre happy with.
cheers:thumbsup:

LucentDreams
02-10-2003, 10:23 PM
your absolutely right flingster, this is the same thing when using alpha maps and transperency too.

malc0lm
02-11-2003, 01:50 PM
I'm tearing my hair of here....
I've tried making trail all night with SmokeIT.
Tried smokeIT as the "grey" trail and then a another emitter with light to make the "hot" area. But I cant seem to get it to wrk. :(

I am seriously considering buying PyroCluster, is it easy to make this in PC? And does anyone have an only manual/tutorials for PC so I can get a climse of how it wrks?

Thx in advance!

BTW:

Originally posted by flingster
malc0lm: to get rid of those strange artifacts just increase the ray depth.

render > render settings > Options > Ray depth

i think that will cure it....please correct me if i'm wrong anybody.

post us something if you get anything youre happy with.
cheers:thumbsup:

That helped! Thx!

Cheers

mindways
02-11-2003, 03:45 PM
Ah!! besides that, I think you can easily make the same
smoke effect using Particleillusion 2.

Ed

malc0lm
02-11-2003, 05:20 PM
Originally posted by mindways
Ah!! besides that, I think you can easily make the same
smoke effect using Particleillusion 2.

Ed

Particleillusion 2? Free plugin? If so, were can I get it?


Cheers

JIII
02-11-2003, 05:51 PM
I think you can download the PC manuals from maxon. that might give you an idea

malc0lm
02-11-2003, 06:21 PM
Originally posted by JIII
I think you can download the PC manuals from maxon. that might give you an idea

This (http://www.maxoncomputer.com/index.asp?showpage=docs.html) is what I find at maxons site :(
No pyro :shrug:


Cheers

JIII
02-11-2003, 06:39 PM
sorry about that they must have taken them down. many months ago i downloaded then from maxon's site. maybe that means they are updating them or something.

any way sorry about that, they used to have them for download

malc0lm
02-11-2003, 07:14 PM
Could you mail it to me?
malcolm@thunderdome.zzn.com


Cheers

JIII
02-12-2003, 02:08 AM
Sorry man i would send you the manual but its like a 60-70 page PDF and i only have a 56k connection so it would take ages.

maybe some one out there with cable can send it

bcbarnes
02-12-2003, 03:56 PM
You can download them from the maxon website at the following FTP address. This was given to me by one of the techs there, and he said it was Ok to pulish it:

ftp://maxon.net/pub/documentation/

I should mention that this is the older version of Pyro documentation for the version that shipped with XL7, so if you have R8, most of the dialogs have been incorporated into the AM. There is no R8/PC manual available yet - they are still working on it (so I was told).

BTW - I am playing with a missle trail animation using PC, and while I am sure that there are many that could do a better job than I, I must say that I'm impressed by the results with using mostly just default settings. I'll post a screen shot when it's done.

malc0lm
02-12-2003, 07:06 PM
Thx alot!
Please to publish it (along with settings if you don't mind!).
I would like very much to see the power of PC.

Of what I've heard of it you can make photorealistic smoke/dust/fire effects, but has an terrible impact on the render time. Is that true? If yes, how can one make the render time quicker (running on an very slow machine here... 800mhz p3 gf2 pro :()


Cheers

JIII
02-12-2003, 07:38 PM
yes it does add it render time but thats what you can probibly expect with most volumetrics. for volumetric lighting also takes a whileto render. yes it can be run on a slow machine I am running a 500 mhz G3 iMac 768 ram. neither cinema nor pyro ever gives me to much trouble

AdamT
02-12-2003, 09:23 PM
Originally posted by bcbarnes
There is no R8/PC manual available yet - they are still working on it (so I was told).
That's funny, I've got a Pyrocluster R8 manual sitting on my bookshelf.

JIII
02-13-2003, 02:41 AM
Whats even funnier is that we all have R8 PC manuals on our hard drives in PDF. maxon is hiding something....

hopefully new version of pyro

Mike Hooma
02-13-2003, 03:06 AM
not sure if this is still useful...
but you could get a plane or sphere(fresnel) put appropriate textures on it then animate its size and color over say 20 frames or whatever then put it in an emitter... then each particle will go thru those 20 frames as it is born...

malc0lm
02-13-2003, 10:21 AM
Yesterday I dl:ed the r8 demo in hope of trying PC
(http://www.cgtalk.com/showthread.php?s=&threadid=43161)
but there was no PC, Is that demo only availible thru that magazine? Or am I just fooling around?


PS, Wee 100 post OLD! Thanks to my mom and dad. I would also like to thanks the helpful souls of the forum!
DS.


Cheers

bcbarnes
02-15-2003, 11:56 AM
AdamT,

Thanks for the info. I emailed Maxon, and they said that the manuals are indeed now available, and they'd be sending me one right away!

bcbarnes
02-15-2003, 01:58 PM
AdamT,

Thanks for the info. I emailed Maxon, and they said that the manuals are indeed now available, and they'd be sending me one right away!

AdamT
02-16-2003, 04:47 AM
Here's a short missile animation test I did using PC: http://bellsouthpwp.net/A/d/AdamTrachtenberg/missile.avi Kind of lame, I know, but it's been a long time since I messed around with Pyrocluster. I used to use it with trueSpace and only recently got it for Cinema with the XL8 bundle.

michaeli
02-16-2003, 05:31 AM
Hi, AdamT, the PC seems good.
How long did you render it and by which render mode (atmospheric or videopost)?

AdamT
02-16-2003, 05:52 AM
Originally posted by michaeli
Hi, AdamT, the PC seems good.
How long did you render it and by which render mode (atmospheric or videopost)?
I used atmospheric mode and I think it took a little over an hour. I could have used videopost or played with the volume tracer settings to reduce the render time quite a bit.

Peoples
02-16-2003, 01:53 PM
Did you use the preset or started from the scratch - any chance of sharing the settings...?
I think it looks great even if it was a quick try!

:p

AdamT
02-16-2003, 02:06 PM
Hi Peoples,
You can download the file HERE (http://bellsouthpwp.net/A/d/AdamTrachtenberg/Missile.c4d) if you'd like to take a look. It's an R8 file. The plume consists of two particle/PC systems--one based on the fire preset and one based on the smoke preset. I made some changes in the color settings, shape/size, and mostly the age gradients.

Peoples
02-16-2003, 02:14 PM
Thanks - have to take alook at it! Meanwhile - here's one quickie with one preset:

BiGiNnEr
02-17-2003, 01:35 AM
That Smoke Look GOoD.. I give it
:thumbsup: :thumbsup: :applause:

Keep The Good Work Going:beer: Salud

michaeli
02-17-2003, 08:33 AM
Hi AdamT,
Thanks for file sharing. I noticed that your final avi is very smooth and keeps a very small size, what compress format do you use. I've checked your file, but it saved a tiff file. Could you tell me what compress format do you use for the avi and what is the parameter setting?
Thanks!

bcbarnes
02-18-2003, 11:28 AM
Ok, I finally got around to rendering a PC test. Better late than never, I suppose...You can see it here:

Missile Firing From Silo (http://www.briancbarnes.homestead.com/files/testa.mov)

Pretty basic Pyrocluster and Thinking Particles stuff really. I used TP deflectors on the ground, silo tube, and missle, and turned PC's "intersect" on. Other than that, basic smoke preset with shadows turned on. Took about 2 hours to render (took over 140 hours to render with self-shadows turned on - which is why it took me so long to get this posted...).

AdamT
02-18-2003, 01:54 PM
Hi Michaeli,
I used DiVX 5.0.2 codec with bit-rate set to "1-pass quality" and quantizer at 6.3/85%.

michaeli
02-18-2003, 02:32 PM
Thank you very much, AdamT.:beer:

flingster
02-18-2003, 11:37 PM
malc0lm: out of interest did you manage to get anything?

AdamT: thanks for sharing the ole file there...v useful, it can just help you so much being able to look at a source and then either tweak...modify...experiment...but it gives you a whole leg up in the process. very grateful... :thumbsup:

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