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Old 04-26-2009, 05:03 PM   #1
viki164
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Vikas Chandel
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Nuke Explosions..for Ka-boom freaks only!

hello folks!

i just came across this video :
http://www.youtube.com/watch?v=x4Wu...feature=related
I m super duper highly motivated by watching this. So I decided to mimmic many of the blast or explosion in maya fluids.
Willing to post some of my test here for more better understanding & learn tricks from all fluid experts.
I found this ref images :

hope to see more fun here :-)

Regards,
Vik
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File Type: jpg nuke-war-h001.jpg (26.9 KB, 231 views)
 
Old 04-26-2009, 05:10 PM   #2
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my few test tries for mushroom explosions..

have check :

http://www.youtube.com/watch?v=dG-qOpbXgcI

I also believe tht by using proper texture frequency values, keying co-ordinate grid speed values & also using hi-grid detail solve except velocity can give better looking fluid even in low resolution fluid container.
I tried rendering a sim at 40 60 40 & I got fair decent result.
have check for the sim playblast previews :

http://www.youtube.com/watch?v=qI4R...re=channel_page

& the renders for my sim at same resolution can be seen here :

http://www.youtube.com/watch?v=grx7AMJqnJE

or check with http://www.vimeo.com/4339647

Hope to see more interest from others here.

Vik
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Old 04-26-2009, 05:24 PM   #3
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Thumbs up

cool, could u share ur settings? i find the smoke is so wierd if i keep the texture off and just create the resolution. thank u.
 
Old 04-26-2009, 06:31 PM   #4
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Quote:
cool, could u share ur settings? i find the smoke is so wierd if i keep the texture off and just create the resolution. thank u.


yup! I know it needs more polishing, the trails in the end looks bit off but I will be fixing it soon. :-)
for the settings :

I hav keyed many values like in emitter :
density & heat emission for first 6 frames & used a value like 15-20.
I have set my high detail solve to " All grids except velocity" coz most often setting high detail set to velocity or all grids makes thing s go wrong if ur fluid boundary is not set to none or when we use high swirl values or temp buoyancy or temp turbulence it oftens makes sim unstable. So I have avoided using it here as I m not dealing wiht any collision right now.
Also I keyed the Sim scale rate for first 5-6 frames.
I m not using d standard turbulence whereas I tend to use volume axis field near the fluid emitter so as I can give a good push to density voxels.
also I have kept my fuel emission lill longer as it gives energy fo swirling or billowing but I m trying to mimic of wt tokanhanna`s test are.
I think he his getting continuous rolling or billowing coz of continuous density & heat emission may be I m wrong!
but anyway so this wt i hav tried so far with my research on explosion.
hope to get better sim soon.

thnxs
Vik

Last edited by viki164 : 04-26-2009 at 06:35 PM.
 
Old 04-26-2009, 07:56 PM   #5
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Quote:
Originally Posted by viki164
yup! I know it needs more polishing, the trails in the end looks bit off but I will be fixing it soon. :-)
for the settings :

I hav keyed many values like in emitter :
density & heat emission for first 6 frames & used a value like 15-20.
I have set my high detail solve to " All grids except velocity" coz most often setting high detail set to velocity or all grids makes thing s go wrong if ur fluid boundary is not set to none or when we use high swirl values or temp buoyancy or temp turbulence it oftens makes sim unstable. So I have avoided using it here as I m not dealing wiht any collision right now.
Also I keyed the Sim scale rate for first 5-6 frames.
I m not using d standard turbulence whereas I tend to use volume axis field near the fluid emitter so as I can give a good push to density voxels.
also I have kept my fuel emission lill longer as it gives energy fo swirling or billowing but I m trying to mimic of wt tokanhanna`s test are.
I think he his getting continuous rolling or billowing coz of continuous density & heat emission may be I m wrong!
but anyway so this wt i hav tried so far with my research on explosion.
hope to get better sim soon.

thnxs
Vik


Hey Vik,

The sims are looking good. All of your settings are solid. I would use a little damping maybe .05, under your dynamic simulation. I notice your base is dissipating a little to fast. Now, are you using the volume axis field to push your voxels up? I would try to key buoyancy instead. Also try using a volume axis to create the base ground plume. The timing is essential, so the axis is not offsetting the boyancy. But there looking great bro.
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Old 04-26-2009, 08:15 PM   #6
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Quote:
I notice your base is dissipating a little to fast. Now, are you using the volume axis field to push your voxels up?


ahh I was expecting u!
thnxs for d feedback. well here is wt I feel strange most of the time. I m not using any dissipation at all & my values for density dissipation is set to zero. wonder why its goes or dissipates tht fast? as I knew a bit tht in general fluid has a nature of volume loss but in my case I experienced it dissipating more earlier thn I expected to be.
for the ground explosion I m kind off wrkin on it as I m struggling to make room for my personal wrk apart from my routine job. Its matter of time management & I m very bad at it.
Anyway I m using volume axis to push the fluid in the start few frames but not intended to use it for ground explosion. As I will be using though but on a different fluid container to simulate that.
hope u hav got my mail. lukin forward for ur reply.

thnxs much
Vik
 
Old 04-26-2009, 11:41 PM   #7
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Hi Viki,

good stuff there man! I have to agree with you that if you get the right texture freq. you can get a great explosion in a low res container within reason. One day when Maya grows up to reach adult hood it will hopefully include an uprezing option so you can do your sims in low res and uprez them with a click of a button.

Keep up the good work!
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Old 04-27-2009, 12:51 AM   #8
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interesting!!
 
Old 04-27-2009, 04:06 AM   #9
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Link to some good explosive resource.

http://www.youtube.com/watch?v=WRXx3PF3oHc
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Old 04-27-2009, 04:27 AM   #10
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ahh!!
I mighte hav to burn a lot ot fuel for this..hopefully maya in near future will provide a adaptive grid feature as houdini has for for dealing with such shots.
anyway thnxs for d referenc!
:-)
Vik
 
Old 04-27-2009, 04:33 AM   #11
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My post was not an indirect way of showing you how to do an explosion Vik, I just thought Id throw that up here just for reference for anybody. All good.
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Old 04-27-2009, 05:19 AM   #12
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Quote:
Originally Posted by viki164
ahh!!
I mighte hav to burn a lot ot fuel for this..hopefully maya in near future will provide a adaptive grid feature as houdini has for for dealing with such shots.
anyway thnxs for d referenc!
:-)
Vik


There is an adaptive grid plugin that Cosku at PDI wrote, floating around DW. Ask Dagan about it. It may be in a later softmap than what you guys are on currently, though.

(and for the non-DW folk in the audience: Cosku released the plugins to the general public, but the problem is that you can't cache it, unless you write a custom exporter)

Also, be careful with playing with texture stuff too much. It can look bad in stereo. I don't think you're on a stereo show yet, but just something to take into account.
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Last edited by Bonedaddy : 04-27-2009 at 05:22 AM.
 
Old 04-27-2009, 02:02 PM   #13
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@: Aiki
Its fine Dude I was just wondering If I were ask to make sumthing similar. ur references are always helpful let it keep cuming. :-)

@bonedaddy :
thnxs mate. to be honest I never had a chance to mess with tht plugin nor at wrk neither at my home. but will try for sure!
hope I get to see more results from other fluid folks here.

getting a continuous swirl is still a mystery for me..trying to crack it with a lot of paitence here :-)

Vik
 
Old 04-27-2009, 03:18 PM   #14
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It's easier to get swirl if you run it at high speeds, and then retime it. The fluid solver, at least from my experiments, tends to swirl a lot more at higher velocities. That said, do not crank the swirl parameter (I forget what it's called... maybe it is "swirl"?) too high.
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Old 04-27-2009, 07:27 PM   #15
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You need lots of swirl and lots of high detail solver on the velocity parameter. If you are getting unstable vectors Vik, and I know you are cause you said earlier, then you need to tame your turbulence and other fields down. But you gotta have high detail solve on for velocity! Its a fine line to keep those vectors tamed!
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