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This shelf tool sets up a Pyro Burst Source emitting sideways off of a wall geometry. This node becomes the source for RBDs, dust particles, and dust debris. The debris and RBDs are then used to create dust using a sparse pyro simulation. This shelf tool is a good example of how to set up a simple source and layer together multiple effects simultaneously.
Important Nodes ¶
line1
This is the line geometry along which the bullets hit the wall.
attribadjustinteger1
After simulation, the particles are broken up into three different roles for rendering. Using the Weight parameters on attribadjustinteger1 you can control the distribution of the particles into those roles.
Learning from this example ¶
To... | Do this |
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Change number of bullet hits |
Adjust the Total Count parameter on the scatter1 node to control the number of bullet hits. |
Change the timing of the bullet hits |
Adjust the |
Change the shape of the bullet hits |
Adjust the Shape Offset parameter on the pyroburstsource1 node. |
Change size of bullet hits |
Adjust the Outward Expansion parameter on the pyroburstsource1 node. |
Change amount of debris |
Adjust the Trailing Separation parameter on the pyroburstsource1 node. |
Control size of RBDs and instanced debris |
Use |
Tip
The instanced debris and the RBD simulation will be used as a source for the pyro simulation. For fast moving sources like these, it’s a good idea to increase the Min Substeps and Max Substeps parameters in the pyrosolver1 node.