Nuclear heatwave

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Old 08 August 2007   #1
Nuclear heatwave

Hi everybody!

Im trying to recreate the heatwave effect of a nuclear blast using Particle Flow.
Its impossible to explain, so im just gonna show you this video

http://www.youtube.com/watch?v=TfsWBgfpznk

The effect im after is what you see happening to the bus, the car and the tent at
00:32 - 00:44 in the video. As the heatwave hits the bus, the surface instantly turns to ash.

Ive tried a few approaches but im not getting what i want.
One of them was to have the heatwave particles frome the blast collide with objects, spawn to engulf the surface and spawn to emit smoke...

The hard thing is to get the direction and to get the particles flowing along the surfaces like in the video.

Im thinking maybe it would be best not trying to make all the effects of the heatwave at once but instead compositing them together (The wave itself, the turning to ash, the smoke).


How would you have done it?
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Alex

www.helmet.no

Everything should be made as simple as possible, but not simpler.

 
Old 08 August 2007   #2
I think I would let spawn particles from those objects (ie bus, truck) and use animated spacewarps: drag, wind and grav. This in combination with AfterBurn and some post-production should give you a similar result..

Offcourse, this is just theory .

Maybe (just maybe) IŽll try to make a test..
 
Old 08 August 2007   #3
Hmmm....I would have used another particle system where I would add a position object and add the Truck to it and and then add an Collision Test to it and set its parameter to 'Continue'.I would have set the birth to start and end at 0 thus revealing all the particles on the truck.

Now that we have got that done we add a Deflector(The one which looks like a Plane and which is termed as the deflector) and place it sideways to the truck or as you would like it.The purpose being is to animate the deflector in accordance to the Blast...so that when the heatwave hits the truck and passes it the deflector would pass through the truck at the same time.

Now wire this Collision Test to another event and add a wind force and add a wind to the scene and add a delete by age operator also.Now you can adjust the wind parameters and see what effect you like.This I guess would do as your initial setup.

If you want the Particles to emit from certain points of the truck then you can add a density(like black and white) material to the truck and on the Position Object parameter set the density by material on....

I hope this would help you...try and let me know if it works or I'll have to do the effct myself and see what comes up

Regards,
Subhro
 
Old 08 August 2007   #4
THANX!

Im testing your suggestion now, entrancea, and it seems this will be very good to get the "bus turning to ash as the wave hits" - effect.

I've added a collision in the second event so that the smoke doesnt go through the object, but then the particles on the side that faces the wind stays there too long. Im now trying to add additional winds to make the particles move away from that surface, but its not giving me the effect i want.
__________________
Alex

www.helmet.no

Everything should be made as simple as possible, but not simpler.


Last edited by asomma : 08 August 2007 at 04:28 PM.
 
Old 08 August 2007   #5
Allright....nice work dude,

Now lets talk business,what I guess you could do is add a udeflector to the scene and add the truck to it and add another collision in the second event saying that the particles will collide with the truck if they come in contact with it.This is just for a little for natural effect.Add a drag force to the scene and keep the wind speed and turbulance,frequency a bit high so that they fly off fast in the begining but quickly slow down with the help of the drag force,but still going off the truck with turbulance and all.....Try to set the deflection speed of the truck U-Deflector a bit low so that the particles do fly off,but not as much as sky high....you could try to play around with chaos and all just to add a bit of randomness to it all....see if all these work.

Regards,
Sub_bro
 
Old 08 August 2007   #6
The problem with the wind in 3dmax is that it doesnt flow along the surfaces of objects.

I want the smoke to behave more like this:



When I use collision to change the direction of the smoke, the smoke just continues in the new direction given by the angle of the face it collides with. Even with adding the wind to the second event the particles never flow along the object like in the picture above, instead they just spread out.
__________________
Alex

www.helmet.no

Everything should be made as simple as possible, but not simpler.

 
Old 08 August 2007   #7
Well then for this I guess you can use the speed by icon operator.....It will allow you to move the particles the way you want them to...but you have to keyframe it then.....then u'll be able to control the path as well as get them to collide with th truck.....see if this works...


Regards,
Sub_bro
 
Old 08 August 2007   #8
Originally Posted by asomma: The problem with the wind in 3dmax is that it doesnt flow along the surfaces of objects.

I want the smoke to behave more like this:
[...]


When I use collision to change the direction of the smoke, the smoke just continues in the new direction given by the angle of the face it collides with. Even with adding the wind to the second event the particles never flow along the object like in the picture above, instead they just spread out.


I suggest you use an spherical wind-spacewarp with a negative value. This way you can "pull" the particles any way you want to.

Again: if you watch the video closely, it looks like the dust (ash?) suddenly appears on the bus itself. That's why I suggest you use an PositionObject to spawn the particles from the bus.
 
Old 08 August 2007   #9
I hope this is what you are looking for. check the attachment.

Attached Files
File Type: zip waves.zip (21.3 KB, 91 views)
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Last edited by jigu : 08 August 2007 at 05:00 PM.
 
Old 08 August 2007   #10
Ofcourse,You ticked Parallel to Surface Right?Right?

Last edited by entrancea : 08 August 2007 at 06:05 PM.
 
Old 08 August 2007   #11
ok, so its starting to look pretty good now

For most of it I've used Entrancea's approach, because i want the smoke to "peel off" like in the video. Once the deflector collides with the particles they get effected by the wind & turbulence.

Im using an Udeflector to avoid getting the particles to go through the bus, and im using a 3rd collision test and a deflector to delete the particles as they fly off the bus.

To get the particles flowing along the shape Im using one linear drag to keep the particles from flying off, and a spherical drag to make them wrap around the backside. I still feel that some of the particles stay on the "front" too long tho.



Quote: if you watch the video closely, it looks like the dust (ash?) suddenly appears on the bus itself. That's why I suggest you use an PositionObject to spawn the particles from the bus.
As Wicked points out; all the dust in the movie appears at once...however it still clears off gradually, starting with the side facing the blast.


Quote: Ofcourse,You ticked Parallel to Surface Right?Right?
Where can i find that? (or are you just messing with me?)
__________________
Alex

www.helmet.no

Everything should be made as simple as possible, but not simpler.

 
Old 08 August 2007   #12
Here is my result so far. Please play around with it and post what you get

http://www.helmet.no/alex/heatwave2.max

__________________
Alex

www.helmet.no

Everything should be made as simple as possible, but not simpler.

 
Old 08 August 2007   #13
Ha ha....No Dude,I am not messing with you....You can use parallel to surface if you use the speed by surface operator.....Can try it out and see if that helps out....I mean to say you could play around with these operators a bit to get some uniqueness to your scene....


Regards,
Subhro
 
Old 08 August 2007   #14
thanx! im gonna check that one out tomorrow, cant sit any longer infront of this computer
__________________
Alex

www.helmet.no

Everything should be made as simple as possible, but not simpler.

 
Old 08 August 2007   #15
Yeah...I saw the file.....looks really good......maybe have to pull the speed a bit down.....I'll be playing around with it and see what I get!
 
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