FXWars! Avalanche!: HowardM


#21

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!) :scream:

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: :stuck_out_tongue:


#22

looking good!
Howard already knows about this (He gave me some tips in the thread, thanks again HM!), but some other LWrs might be interested in this thread that happened a while back. Some interesting stuff in here on particles. The main files are gone, but there are some mirror links in there somewhere. :wink:


#23

It looks strange starting from the tip top of the mountain.


#24

Thanks guys!

3G- I used Sprites for these last few tests just to try out the front wave…the smokey ones are Volumes.
I bet the 2 mixed will do nicely.

If I had 6 months to work on this for film :stuck_out_tongue: I could get it perfect with TONS of pfx and render in time, but Im thinking at 320x480 the final renders will have to be kinda lowres to make the deadline! :sad:

colkai- hehe thanks to you and the others whove asked, …but who knows, maybe soon? :stuck_out_tongue:


#25

just scolled the thread and checked out your test shots. They are looking quite nice, like the paths the particles are taking.

As I have a little bit of experience dealing with real-world avalanches I thought I would offer my two-cents…
FYI in the occurence of avalaches there are a few different types the two most common are:

Point Release (the avalanche starts from say a clump of snow falling from a tree), this somewhat resembles what you are trying to achieve. Usually these occur after fresh snowfalls, creating highly unstable conditions.

The second most common type is a slab avalanche ( can be a new snow soft slab or an older more condensed snow hard slab). As the name suggest, slabs are just that huge consolidated blocks of snow and are usually triggered by weighter objects such as explosives or skiers.

There certianly are many more factors than I wish to explian here but as with all avalanches from release zone through the track they generally “collect” more snow as they reach there apex.
So as it contunies down the steeper parts of the track the avalanche “grows” larger and larger. As the slope angle begins to decrease, this is when the speed of the avalanche begins to recede and growth slows down exponentially.

This may be something to take into consideration during your development process.
Will most likely be a cpu cruncher but setting your particle system to spawn on collision might make it look alot more believable.
Don’t know how much time you wish to spend on this but another fact is the track that is left after the snow has passed it quite visible from start to finish.

Hope this is of help and will check back to see how things are coming. Keep up the great work :smiley:


#26

Other than the speed which has been talked about, the other thing that came to mind was the collection as dizzl8r spoke of. I think you’ve come a long way with a great avalanche. I think your on a track to push teh limits of this challenge. Keep it up.


#27

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