Heya Daniel,
Thanks very much - your RnD on Vimeo is really cool - nice work, good progression - eh, all those blasts look cool actually. It’s obvious you have patience to get some good ffx movement/behavior, mess with shader tweaks, and pull away from default settings.
For the stock blasts, some use object sources, and others, particle. Some tips would be the following (though a lot of these are probably commonly known):
–I rarely use TimeScale 1 nor real world scale to drive parameters chosen.
–I usually have to dial explosions at full res since they come out very different from higher spacing (low fi) tests. It’s tedious, but pays off. To save time, I use the ‘slice’ method to test the cross section of movement first, then expand out to the box depth I need.
–I don’t use a lot of noise - just enough to similate ambient air currents that help break stuff up as in real life. I try to use either heat or velocity to get curling motion.
–Low burn rates of course
–Low vorticity
–Contrary to suggestions, sometimes raising the Quality to 6 or 7 has yielded mushrooming I was after, whereas 5 would not. Just depends.
–Note taking regarding RnD (i.e. v030 - changed vorticity from AA to BB; changed burn rate from CC to DD). Sim, review, fall back to previous version? push on?
–Patience. I ended up RnD’ing fire/smoke/explosions for 2 years before getting what I was after. Most of that was sim time. Morning routine - check sim, tweak for 3 min, jet to studio. It helped enable dialing of what works.
–For Multi-scattering within super large scale blasts, MS settings should be very low - falloff versus fire strength takes some dialing. Best method is to pick a frame, save shadow to disk, then render/tweak/repeat until the right amount of falloff versus fire strength is obtained. Fire shader also affects it, so it’s a parametric tweak session.
–Sleep sometimes.
Cool looking fire shader notes on your Vimeo. Fire is definately a strange beast, kind of occludes - kind of doesn’t. After messing with a bunch of fire stock all year, shader tweaks definately can go a long way.
Cheers,