Tom Posted April 30, 2019 Share Posted April 30, 2019 One last question....completely unrelated to the decal mapping question. I am trying to create a plume of smoke like the kind that happens when a rocket is about to launch. (see the "red line" in the picture below) I am struggling to understand how the sprites can react to the force AND gravity and create that cool looking plume that rolls in on itself. In the zipped Project I attached I create an invisible channel to help shape the plume ........but my smoke is a dud. The project file is zipped (but it is in V. 18) so if any adjustments are made, please do them in V. 18...thank you, Any suggestions are welcome... Tom RocketPlume.zip Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 1, 2019 Hash Fellow Share Posted May 1, 2019 It is asking for a file called "smoke.tga" that is not in the zip Quote Link to comment Share on other sites More sharing options...
Tom Posted May 1, 2019 Author Share Posted May 1, 2019 thanks Rob! Here is the smoke file Smoke.tga Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 1, 2019 Hash Fellow Share Posted May 1, 2019 Do you have a video clip of this action we could study? Quote Link to comment Share on other sites More sharing options...
Tom Posted May 1, 2019 Author Share Posted May 1, 2019 here it is plume.mp4 Quote Link to comment Share on other sites More sharing options...
Tom Posted May 1, 2019 Author Share Posted May 1, 2019 Here is a different Mp4 format in case the previous Zune compression didn't work. plume1.mp4 Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 1, 2019 Hash Fellow Share Posted May 1, 2019 Can't see either one. I think "mpeg-4" compression doesn't work well and doesn't seem to play here. .mp4 will work if it contains h.264 compression Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 1, 2019 Hash Fellow Share Posted May 1, 2019 Is this not something we can just see on the web if we had a link? Quote Link to comment Share on other sites More sharing options...
Tom Posted May 1, 2019 Author Share Posted May 1, 2019 Sorry about the Mp4 compression issue.. Here it is as 264 PlumeNEW.mp4 Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 1, 2019 Hash Fellow Share Posted May 1, 2019 No, i meant some video of an actual rocket doing this so we could study the motion. We need some reference for what we are trying to emulate. Quote Link to comment Share on other sites More sharing options...
Tom Posted May 1, 2019 Author Share Posted May 1, 2019 check out around 1:39 I love how the clouds tumble in on themselves I l Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 2, 2019 Hash Fellow Share Posted May 2, 2019 Here's a first pass... Quote Link to comment Share on other sites More sharing options...
fae_alba Posted May 2, 2019 Share Posted May 2, 2019 If you had another force acting on the smoke higher up would that get the curling effect at the right end? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 2, 2019 Hash Fellow Share Posted May 2, 2019 first pass mean first pass Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 2, 2019 Hash Fellow Share Posted May 2, 2019 Getting a convincing smoke look will be 99% of this. Getting it to move in some direction...1% Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 12, 2019 Hash Fellow Share Posted May 12, 2019 I haven't forgotten about this. I have noticed that there is a bug in v18 and v19 the make "Opacity over life" percentage not work properly. Quote Link to comment Share on other sites More sharing options...
Madfox Posted May 25, 2020 Share Posted May 25, 2020 A year later and I'm looking for the same kind of effect. The Rocketplume has a smaller size than the later example. Could it be possible to share the parms? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 25, 2020 Hash Fellow Share Posted May 25, 2020 8 hours ago, Madfox said: A year later and I'm looking for the same kind of effect. The Rocketplume has a smaller size than the later example. Do you have a reference image of what you want yours to look like? That will be essential. Quote Link to comment Share on other sites More sharing options...
Tom Posted May 25, 2020 Author Share Posted May 25, 2020 Rob- I only just now (may 25) saw your post on May 2 showing your rocket plume animation. Very Good! I was also looking at your "green fart gas " example (from a few weeks ago) which had some similarities with the rocket plume attempt. Do you know if/when that "opacity over time" issue will be addressed? That would probably add to the animation. Thanks for the example. Tom Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 25, 2020 Hash Fellow Share Posted May 25, 2020 54 minutes ago, Tom said: Do you know if/when that "opacity over time" issue will be addressed? That would probably add to the animation. It has been fixed in some version since then. I'll need to dig this all up and re-study this Quote Link to comment Share on other sites More sharing options...
Tom Posted May 26, 2020 Author Share Posted May 26, 2020 Thanks! Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 26, 2020 Hash Fellow Share Posted May 26, 2020 Here it is with "opacity over life" fixed. the particles now fade before they die instead of popping out. Exhaust03e_000.mp4 Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 26, 2020 Hash Fellow Share Posted May 26, 2020 Here is a slight blip. Particles are flipped in progressive renders. Doesn't affect shaded or Final renders, however... Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 26, 2020 Hash Fellow Share Posted May 26, 2020 Here is a slightly more nuanced emitter... Frames19Lc.mov Quote Link to comment Share on other sites More sharing options...
Madfox Posted May 27, 2020 Share Posted May 27, 2020 Quote Do you have a reference image of what you want yours to look like? I was trying to do the same thing in the fractal sum question with a thunderbird launch. (lunch08.avi). I tried to copy the effect, but I have no SmokeBallF. Quote Link to comment Share on other sites More sharing options...
Tom Posted May 27, 2020 Author Share Posted May 27, 2020 Terrific job Rob! Quote Link to comment Share on other sites More sharing options...
Admin Rodney Posted May 27, 2020 Admin Share Posted May 27, 2020 Because Robert's test deserves to be seen easily... Here it is as a gif animation: 1 Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 27, 2020 Hash Fellow Share Posted May 27, 2020 @Madfox @Tom Here is a PRJ you can experiment with. RCH_Plume03j sample.prj SmokeBallA.tga SmokeBallB.tga Notes... There are two sprite examples in the Images folder. Look at them in an image editor to see how they are painted and how the alpha channel creates the soft edge. "B" is softer than "A". You can swap them by clicking on the Image name. Note how the sprites have been shaded on one side to create the illusion of light direction. This needs to be individually crafted to match the real lighting in your scene. There are two "Forces" in the chor that create the curling and rising motion of the smoke. There may be other ways to do that. The Emitter has been animated in the Chor to tilt erratically so that the plume is not exactly the same all the time Quick global changes to the effect can be made by changing parameters in "Sprite System"... Life (0-100%) will change the length of the plume Rate of Emission (0-200%+) will change the density of the plume Opacity (0-100%). low values blend the sprites together better but make for a flatter plume. High values make it lumpier but make the visible "popping" of the sprites as they occlude each other worse. Size (100-300%). Large values create better blend but over-smooth the appearance and lessen the clarity of the edges. You can scrub through the first few seconds to test results. If you want sprites to cast a shadow you will need "Cast Shadows" ON and a ray-traced light in the chor. No shadows is WAY faster. If you want to use NetRender, you will need to "Bake" the particles in the Chor and resave your PRJ. Quote Link to comment Share on other sites More sharing options...
Tom Posted May 27, 2020 Author Share Posted May 27, 2020 Many thanks for posting the project and bitmaps... Most generous! Definitely will play around with them. For any space buffs looking forward to the possible rocket launch today of the two astronauts (using a private company) here is a great book pointing to a possible future scenario. Tom Quote Link to comment Share on other sites More sharing options...
Madfox Posted May 28, 2020 Share Posted May 28, 2020 Yes sure Robcat! That will make things much clear for me. I admire your knowhow. Quote Link to comment Share on other sites More sharing options...
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