nice start, what software are you using?
FXWars! Avalanche!: HowardM
very nice, can’t wait to see more… Right now is a bit floating, but looking good, good luck.
Heh… cool start. It looks a bit more like smoke than snow, but I know you’ll improve it. 
Why does somehting tell me that this is soon gonig to change to 8.0.1? 
good start. usually, from the avalanches i’ve seen on tv and stuff, the puffs are usually at the top, and then as the avalanche moves down some, gravity takes controll from there on. But good job so far, way to represent the LW community…
Great start. Only thing that I see so far is that the flow of an avalanche on that terrain would flow off to the left of the camera, where you have it coming to the camera along the peaks. The last few seconds look like its turning to the right which appears to be uphill. Not certain though since I can’t truly make out the terrain at that point. My point is from what I know it’ll flow like water down the terrain. It’s going to take the easiest path it can which in this case appears to be off the left of the screen.
Thanks guys!
Test # 2 - http://www.theobject.net/margol/ava2.mov
eh, not too happy with these results…still too smokey, and the whole thing is moving down the mountain WAY too fast…but at least the billowing looks better.
this is gonna take alot more R&D! 
the middle part is very good but the start expecialy needs to work, it needs to start in a slope
definate improvement. I think you should have much of a problem producing a solid entry for this challenge
billowing is better… lookin pretty good.
i expect to see great things in the next few weeks:thumbsup:
you have a very cool render.
Is there self shadows on particles?
The avalanche would better start in the middle of the montagne (not the top) in oder to simulate a crack in the snow.
Maybe you don’t have time to improve the emition.
good luck for next 
Thanks everyone!
Test # 3 - http://www.theobject.net/margol/ava3.mov
same motion as #2, better angle, and some tweaks to the HVs themselves.
going to play with keeping everything on the ground more, although I kinda like the jumps off
the ridges 
…also I may slow the overall fall down, its a little fast.
as for the begining, dont worry Ive got plans for something starting the avalanche from above!
joss - these have self shadows but not textured shadows and no raytraced shadows as the render times skyrocket!
whew…testing this is a bitch! takes forever to do low res tests…
Where is WORLEY and my 100x faster HVs in fprime!? 
need to surface the mountain a bit more with bumps… maybe use some instanced trees too scattered near the bottom. Also, use some post processing for blurring when you focus in and out. That’ll make the zoom in and out and camera motion a bit more believeable.
Test #4 - snow flow http://www.theobject.net/margol/ava4.mov
and http://www.theobject.net/margol/ava4a.mov
Testing out the bottom layer, tried to do Surface HVs but just cant get em to look right! :sad:
…will have to try later. I think this will work if I have alot more particles and smaller clumps…
Test #5 trying out more base snow - http://www.theobject.net/margol/ava5.mov
HVs are being a bitch, its very difficult to keep the shadows light and the main snow bright without blowing it out…notice when they hit the shadow of the mountain they get kinda too dark.
A couple more million particles and a few months to render…
:eek:
the snow moves a little bit to fast for an avalanche, more friction to the ground. but besides that its looking really nice.
Looking Good HM, I agree about the speed, but niiice! :applause:
I think Newtek should consider getting (paying) you to do some VTM’s on all these dynamic tricks your doing, I’m sure the community would love the chance to see just what you can do.
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Looking good Howard…the speed comment is the only thing so far that really stands out. The snow just doesn’t seem to have very much mass…it’s not very menacing, as I’m sure a real avalanche would be (hope I never have to find out!) 
edit
Forgot to ask you, Howard…are you using sprites for your HVs? I find that sprites really kinda suck for getting good shading and keeping any kind of texture detail…that problem of blown-out highlights is exactly the problem I’m facing. I wish I had the processing power to use volumes for everything, but well…hehe…I haven’t found the time yet to set up my Texas-sized render farm. :rolleyes: 