I’m just posting this so I can continue to resive e-mails if someone post in this threat xD.
I dont want this to be spam so 1 sim from me xD.I know its not explosion,but anyway :>.
Awesome tests from everyone I just love it :>.
Nuke Explosions..for Ka-boom freaks only!
@Veselin Gyurov…nice simulation.
@Chris Wombold…Yesterday I read your blog…thats very informative, you told that David Schoneveld’s blog so much help…yeah thats really true,He is one of the my favorite and Duncan(Area) blog also very informative specially for maya fluid…keep it up 
hin here is a kind of dust Nuke that i am working on atm http://vimeo.com/13001424 i am still working on the look of the explosion.
Do someone got some tips for the ground explosion ? i was thinking about keying the emission of the emitter with a negatif buoyancy but it dont spread as i want to 
Got some free time this week. Played around with some Maya Fluids. I looked at this reference here.
http://www.youtube.com/watch?v=HEfRAxUUhP8&feature=PlayList&p=9225A51DBF2D554A&playnext_from=PL&index=7
The goal was to try and get the shapes and forms down. The first test is a WIP…havent gotten a chance to render just yet. Still think I can get more irregular shapes that are in the reference. The second test was my first go at it. Simulated this at a very low res. Once I’m done, I’ll sim at a higher res and post the results.
More to come.
Outstanding as usual Wayne. Dont think much of the FumeFX stuff though but thats because Im biased 
Hello guys,
After some test, I came out with this. its not exactly as my reference but I think getting there. I want to create an explosion like this video from second 33-40…
http://www.youtube.com/watch?v=sKulBlYqI40&playnext_from=TL&videos=R2THxCyu-dg
Could you please guys tell me what you think about the motion of the explosion…
http://vimeo.com/13112802
I did check the example that David did on his blog, the emitter with negative values . I tried but I couldn’t figure out how to make it work, because the simulation lost energy.
Thanks in advance…
hto
@hto : Good progress dude 
The sim speed definately gives the feel of scale. but as compared to your refernce video it might go little slow than the current speed (depends lot on the camera distance) but be careful of reducing the sim scale as you might loose the mushroom shape.
I ran into similar situation earlier with fx_war & realized tht more faster the sim gives more better rolling & shape. I already mentioned this in previous post.
Reducing sim scale should not change the dynamics much but one needs to balance it with increasing the resolution of fluid simultaneously.
Anyway what would be nice to see is more irregular shape & it wont harm much to have the mushroom shape sustain for long.
I believe you are using Volume axis field near base, try increasing the turbulence & frequency as twice of what u have now & also a bit increase in magnitude.
these are workaround if you dont plan to cache the high resolution sim for retiming purpose.
hope it helps u a bit.
good luck!
Best,
Vik
Thanks Viki164 for the advice. I will follow them to improve the simulation… I’ll be back as soon as I get something new…
Cheers.
hto.
“more faster the sim gives more better rolling & shape.”
Vik is right. I wouldn’t sacrifice rolling and shape for speed. Especially when speed is entirely controllable without messing with the sim. I don’t know if this has been mentioned. But once an accurate sim is achieved you can add frames by changing your playback speed, caching your sim and then add the same amount of frames to your frame range in your render settings. Kind of like cranking up your fps. You can also asign maya to list the frames in numerical order. In other words frame 1 would be displayed as 1 and then 1.25 (or 1.5 or whatever) would be displayed as 2 in your batch render and so on. Easier solution in my books than changing a bunch of settings to try and slow down a sim you already like. This way you can concentrate on the look of the sim without worrying so much about it’s speed. Once that’s achieved you can slow your sim down through your cache and render process.
Cool tip on retiming the sim. I didn’t know you could do that. Here’s a little thing that I’ve been working on. It’s not quite a nuke, but it’s an explosion none the less. Again thanks for sharing guys.
Nice explosion there Calibrix, would be nice to have your smoke a little lighter in shading so we could see some detail.
clip44: thanks the tip.
Calibrix: Thats a really nice explosion, I’m not an expert but I believe you can feel the boom…
cheers.
hey everyone
been reading up on this thread
and here is my take on my explosion
any and every help with comments and critique is always appreciated and welcomed.
Man I still cant get e-mails when someone post here and now when I decide to join and see whats going on I just saw that I missed so much new info and great sims T_T.
Anyway just one cannon boom like sim nothing special just smth that I made rly fast (it took me only 3 days mostly cuz of rend so…xD).Hope you guys like it.
hey
new render
any and all help will be appreciated
just need to add a few changes, as in the explosion in the beginning, the fire and all that.
I would say that the smoke of your explosion moves like it’s a small blast, but the beginning is rather slow. If you look at small scale explosions there is a “pop”. Like in the first 2 or 3 frames it grows to most of it’s size. Your explosion sort of oozes out. So what I’m trying to say is that the start of your explosion feels large, but the end feels small. Just based on relative movement. Take a look at some reference footage and you’ll see what I mean.
Hey KaBoom freaks,
I have a question about raising the resolution for a sim once you get it acting properly. When I go and raise the resolution, the sim seems to change a bit. I guess the nature of adding more voxels. Is there a way to anticipate what might happen, so you don’t have to go in a tweak the sim much more? I mean I noticed it becomes more dense and a few other things.
May be a silly question with an easy answer, but was curious.
Thanks a bunch
unfortunately not really, thats the bummer about it. One method is too reduce one axis so its 1/10 the normal size at your final render fluid resolution, but then it still wont be completely the same when you revert the container back to 100%. The problem is you lose all your attributes out the boundary if they are open so things like velocity dissipate when normally they would swirl about.
Good explanation here:
http://agentfx.blogspot.com/2010/05/fluid-resolution-simulation.html
Cheers
Its crazy how the sim can change after you add some res and solver quality xD.Here is the same sim 1st with res 211 and solver quality 55 and 2nd is with 222 and slover quality 120.
large 2 in 1 smaller
It looks blury after I convert it for yoututbe T_T,also I still cant make it puffy enough (still trying tho xD).