View Full Version : some way to make a meteor blast still
steve-o 12-18-2006, 02:59 AM i am trying to do a meteor crash on a sphere (planet), or a plane object. i tried pyroclusters , but couldnt get the effect....i also tried a flame material on a cone........didnt look very good..........its for a still so it should be too hard.....i thought.....probably right in front of me, but i cant see it. any ideas would be great. thanks.
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stevester1
12-18-2006, 04:16 AM
Well this might help for reference:
www.digitaldomain.com/links/comm/behindscenes/BHS1/bhs1.htm
its a behind the scenes look at the making of the motorola pebl commercial. I had to do a similar scene not to long ago, and I found the pyrocluster shader assigned to the "earth collision particles" much harder to create than the "meteor's trail particles". If you're going for a firey look for the impact (or trails, doesn't really matter), I suggest you get the orange illumination from a lightsource and not the pyrocluster shader itself. I find it yields much more realistic results. However, if you have more than 1 pyrocluster shader in the scene and you're trying to illuminate only 1 of them with a light, you will have to render different passes per pyrocluster. Hope this helps.
paulselhi
12-18-2006, 05:34 AM
Tha main "core" of the image can be done with lights alone
http://www.black-and-white-to-color.com/ipbsfx/index.php?act=module&module=gallery&cmd=si&img=52
stevester1
12-18-2006, 01:07 PM
Tha main "core" of the image can be done with lights alone
http://www.black-and-white-to-color.com/ipbsfx/index.php?act=module&module=gallery&cmd=si&img=52
Humm... For some strange reason I am not allowed to see the thread, even though I have an account (stevester1)...
I'm assuming your suggesting he use volumetric lights, that would be smart, as they render pretty darn fast, especially compared to PC with a crispy environment setting.
steve-o
12-18-2006, 08:40 PM
i was looking for something more like this...
http://www.movieposter.com/poster/A70-1665/Deep_Impact.html
but not exactly like that. thats the closest thing i could find. thanks.
stevester1
12-18-2006, 10:12 PM
i was looking for something more like this...
http://www.movieposter.com/poster/A70-1665/Deep_Impact.html
but not exactly like that. thats the closest thing i could find. thanks.
For the ring of earth and debris, you could achieve it without too much trouble inside of pyrocluster, as for the "heat blast" in the middle, I would probably stick to a volumetric light because I think it would be hard to get something so smooth and uniform inside of pyro.
steve-o
12-18-2006, 10:54 PM
"For the ring of earth and debris, you could achieve it without too much trouble inside of pyrocluster"
thats where i am am finding trouble, to get the clean lines......as for render speed, it doesnt really matter, because it is a still.
JoelOtron
12-19-2006, 01:03 AM
This is for a still--and not an animated sequence correct?
If its just a still--there are a number of ways.
EDIT--
Heres a QUICK test using a loft nurbs for the splash and a stormtracer preset for the shockwave.
steve-o
12-20-2006, 12:25 PM
i didn't even think of using a loft nurbs.......d'oh...thanks for the idea, i will use that. with pyro it should look good . thanks.
JoelOtron
12-20-2006, 01:27 PM
Yeah--that image is rough--but it might be a good apporach if its only a still.
I used mograph to radially clone an arc primitve spline then used a random effector to scale the splines randomly on the y axis for that rough uneven fringe. Then just put a noise map on the loft which was stretched a few thousand percent on the U or V direction. Used a gradient in the luminance channel so it hotter toward the top. Might work better if its a closed spline shape rather than the flat open spline I used to loft with.
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