Nuke Explosions..for Ka-boom freaks only!


#261

edit Link not online anymore


#262

The jerking might be because you are over scaling your cache in Trax to slow down the sim. If you scale it too much, you will start seeing “jerkiness” in your sim.


#263

Thanks for your hint. Unfortunately I didn’t scaled it :frowning:


#264

Oops, sorry then. I really don’t know what the problem is.


#265

I’ve always wanted to make more puffier explosion,but was thinking that I need much higher res (smth like 250-300),but I wasnt exactly right xD.So aaaaaaam this is 2 tests with res 190/190/190 on the cloud and 124/62/124 on the ground one :>.I know it cant compare to higher res sims,but… xD.
puffy stuff xD


#266

The detail in the second is a lot better.
Keep it up


#267

hello there,

I want to create a similar explosion like the link. from frame 33 - 40… at least for this shot.

http://www.youtube.com/watch?v=sKulBlYqI40&playnext_from=TL&videos=CKQXJZoLyrU

The idea is to have the explosion quite far away… my problem I think is more likely the shading. I cannot make the yellow color to go up, as you can see the yellow stays at bottom part of the explosion.

http://vimeo.com/12594596

I did put some yellow color at the left part of the incandescence ramp, but truly is not working… Does anybody knows how to achieve this effect, talking about color.

Well, do you think explosion works?.

Thanks in advance.

hto


#268

I gues that you are using temp+fuel on your emitter so if you use too much dissipation on the temp it just stops at the bottom.Try to increase temp buoyancy or decrease dissipation maybe it will help.Also you can check how the temp behave with display tab->shaded display->temperature,it could be very useful :>.
Edit:One more thing that came on my mind xD.Maybe if you increase (or key)reaction speed it will help too :>.

Hope this helps :>.

VTeixeira man 1st sim is only 49 frames and it hits the container T_T so tahts why it dont have any details.2nd is 68 so it has more time to grow xD.


#269

Hello Kdronez,

Thanks for the tip, you was right decreasing dissipation helps to allow the temperature moves up… I’ve been playing around for a few days with the Shading\Incandescence, where the incandescence Input is set to Temperature. but I cannot get the right values to get the look of my explosion similar to this picture. in my case goes to from yellow to black pretty fast…The incandescence values are the one that I need to tweak to get the color animation?. or do I need to set another ones?.

Thanks in advance.

hto


#270

Here is one interesing color that I’m using almost all the time for fire or explosion things :>.Go to the yellow color and put HSV instead of RGB then make the H value 21 and play with S and V values until you get nice hot colors maybe smth like this :>.After that you can key the Glow you know alot at the begining and none when black took place xD.
I know that my incandesence input was Density,but that doesnt matter just leave it to Temperature :>.

Edit:Also it goes that fast from yellow to black maybe becouse the temperature fade away too fast check Temperature Dissipation or even increase temp that is emitted.Also maybe the fuel burn too fast you can check the reaction speed under the fuel tab :>.And maybe if you increase Temperature scale it will be better xD.Man you got to love maya fluids so much things can go wrong xD.
Hope this helps :>.


#271

All right man, thanks. I will try these advices… and let you know my results…


#272

Hey guys, I’ve been reading this thread for the past few weeks, while experimenting with my own fluid sims. Here’s one that I rendered out yesterday. It’s a pretty low res sim, something like 80x80x80 I think. I used a texture to fill in some extra detail. Is it common to use textures do you guys usually get your detail in high res sims? I realize that you can’t just simply upres your sim since it changes more than just detail. Is it common to set up what you think are good settings and let your sim cook over the weekend? Anyway, great thread and thanks to all who took time to share their valuable experience.

explosion test 1


#273

Nice work Calibrix. Try disabling your texture…and up your temperature turbulence. This will add nice detail to your sim without you having to texture. Plus it saves more render time. Are you animating any texture parameters? Correct me if I am wrong but it looks like your Coordinate Method is set to fixed. Try grid…this may help your textures move with your density if you do decide to texture with opacity.


#274

Thanks for the feedback, I haven’t played with the temperature yet, just one of those settings that slips by unnoticed. Made another test today. This one is much higher resolution 250x400x250. I haven’t been using fluids for too long, so I’m a little shy to up-res, considering how long it takes to simulate. That and until recently was limited by 32bit hardware. What resolution densities are commonly used for this type of effect? I see that most of the playblasts seem to stay in the 100-150 range. Is this where it stays or is more resolution needed?

Also need to get a shout out to destuct007, thanks for all your little tutorials and blogs. It has really helped in my understanding of fluids and techniques. Using negative emission and turbulence was genius.

Also I don’t know if this has been addressed in this thread but the high quality “all grids” option that causes instabilities has been fixed in Maya 2011. At least in my tests I haven’t had any problems like I did in 2010.

explosion test 2


#275

Well for a novice…that test is pretty dam good. You have all the fundamentals and basics down for a nice explosion. All you need to do from here is add variance…a few more fluid passes and your good to go. Regarding your resolution I think that should be good. Add some strong lighting and you can get a pretty nice render. If your machine can handle more resolution…go for it.

By the way the “All Grids” causes instability with the wrong combination of settings. I have been using this feature from day one…never had any problems. 2011 now has the ability to add substeps without oversampling which is great. This was included to specifically make simulations stable if you decide to sim with fast moving fluids, crazy high density grids, or if “All Grids” is checked. (Duncan thank you).


#276

this is my try maya fluid , all grids except velocity on :
http://www.vimeo.com/13295072

this is my fumefx version try:
http://www.vimeo.com/12889823

i have some problem to keep shape after 100 frames


#277

http://www.vimeo.com/12889726
This one is private.
I really like the one with FumeFx.
Good job


#278

wow that fumefx smoke is really nice ^^. I ill try to post something later :wink:


#279

Hey guys, I made a blog post of some of the details for my explosion tests. It also covers some basics for beginners. Thought it would be useful to post here. Feel free to read it, learn, and add your own input.

blog link


#280

Great job.
Thanks