sir fen the usa Posted December 27, 2009 Share Posted December 27, 2009 need some opinions. this is a first test here on a fireworks display. i have tons more images to use for sprites but just started with this simple one. any suggestions? firework_test1.mov Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted December 27, 2009 Hash Fellow Share Posted December 27, 2009 You're on the right track there! Suggestions... -the particles that trail the rocket as it goes up should fade out as they die instead of just blink out -they need some gravity so they gradually fall instead of hanging in space where the rocket dropped them -the big explosion should be one short burst instead of a continuous flow. -the big burst particles could use some gravity too Streaks could work very well for such things too. Quote Link to comment Share on other sites More sharing options...
sir fen the usa Posted December 27, 2009 Author Share Posted December 27, 2009 You're on the right track there! Suggestions... -the particles that trail the rocket as it goes up should fade out as they die instead of just blink out -they need some gravity so they gradually fall instead of hanging in space where the rocket dropped them -the big explosion should be one short burst instead of a continuous flow. -the big burst particles could use some gravity too Streaks could work very well for such things too. yes i agree with all that you said. how do i go about fading the rocket trail. is there a setting in the material or should i do it with a chor transparency move? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted December 27, 2009 Hash Fellow Share Posted December 27, 2009 how do i go about fading the rocket trail. is there a setting in the material or should i do it with a chor transparency move? You can keyframe the Opacity property of the Sprite System>Sprite Emitter to go from 0 to 100 over time. Quote Link to comment Share on other sites More sharing options...
sir fen the usa Posted December 28, 2009 Author Share Posted December 28, 2009 how do i go about fading the rocket trail. is there a setting in the material or should i do it with a chor transparency move? You can keyframe the Opacity property of the Sprite System>Sprite Emitter to go from 0 to 100 over time. yes but is this done in chor? or the material itself? ive been trying to figure this it out.... Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted December 28, 2009 Hash Fellow Share Posted December 28, 2009 how do i go about fading the rocket trail. is there a setting in the material or should i do it with a chor transparency move? You can keyframe the Opacity property of the Sprite System>Sprite Emitter to go from 0 to 100 over time. yes but is this done in chor? or the material itself? ive been trying to figure this it out.... Usually the material. It is possible to set these properties in the chor. Quote Link to comment Share on other sites More sharing options...
sir fen the usa Posted December 28, 2009 Author Share Posted December 28, 2009 okay so i got it to trail better on the launch. the explosion is my only problem. which parameter in the materiel will allow it to die out? i tried opacity but that seem to only work for the trail. i would like it to slowly die out. i would think it would be life but that seem not an adjustable key frame. i could do it in the chor but would rather it be built into the material. firework_test2.mov Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted December 28, 2009 Hash Fellow Share Posted December 28, 2009 I envisioned something like this. This animates both transparency and color in the material and animates the emission rate in the chor. CrysanthemumBoom01.mov I prefer streaks for things like this because... they're streaks not images. They always have a tail in the direction they are moving. ChrysanthemumBoom.prj This could be drastically improved by a force with turbulence to scatter the particles a bit so they don't fall as a uniform sphere. you don't necessarily have to use the same particle system for the rocket trail and for the explosion. Probably should not. Particle effects are about experimenting over and over and over with slight changes in the parameters until you get what you want. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted December 28, 2009 Hash Fellow Share Posted December 28, 2009 Here's a variation with a slight scattering force from the side and some different treatments of animating the color of the particles including a sparkling fizzle at the end of the particle's life.. I slowed this down to 12 fps in QT Pro, I'm not sure if it will play that way in regualr QT player. CrysanthemumBoom08H.mov ChrysanthemumBoomFireworks08.prj Quote Link to comment Share on other sites More sharing options...
sir fen the usa Posted December 29, 2009 Author Share Posted December 29, 2009 Here's a variation with a slight scattering force from the side and some different treatments of animating the color of the particles including a sparkling fizzle at the end of the particle's life.. I slowed this down to 12 fps in QT Pro, I'm not sure if it will play that way in regualr QT player. CrysanthemumBoom08H.mov ChrysanthemumBoomFireworks08.prj that looks fantastic Quote Link to comment Share on other sites More sharing options...
sir fen the usa Posted January 2, 2010 Author Share Posted January 2, 2010 okay so here is my attempt to combine sprites and streaks. im trying to not to just steal your streaks mat. which look so good and create my own but im having a hard time getting the control and look you have. i like the way my sprites kind of finish it off. i guess all i can do i just keep pulling your version apart until i reach your expertise on streaks but its a little rough. here is what i have so far. please give comments. thanks firework_test3.mov Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted January 2, 2010 Hash Fellow Share Posted January 2, 2010 The biggest difference between yours and mine is you have the big burst happening for 100 frames. It's pretty but awfully long for a burst. Mine was just 4 frames and that was longish. Explosions are really quick things. the fragments may burn for a while as they fall after that but the actual burst happens for just a few frames. I bet real fireworks are just a frame or two. A animated the emission rate from 0 to thousands and back to 0 in the chor (not the material) over just a few frames. Quote Link to comment Share on other sites More sharing options...
phatso Posted January 2, 2010 Share Posted January 2, 2010 When you get around to it - The main thing I see is that the velocity of the particles doesn't vary enough. They should move out very rapidly just after the explosion, then slow to a gradually expanding cloud, then stop expanding and fall with gravity for a while before they flame out. If you ever see somebody throw something out a car window at 60mph, that will give you the velocity curve. Quote Link to comment Share on other sites More sharing options...
sir fen the usa Posted January 2, 2010 Author Share Posted January 2, 2010 perfect advice. i felt the same. ill start tweaking. Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted January 2, 2010 Share Posted January 2, 2010 Sir Fen... your getting there- listen to Rob. Rob- great examples, thx for the prj!!! Quote Link to comment Share on other sites More sharing options...
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