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This shelf tool sets up a sparse pyro simulation of a large scale explosion, smoke trails, and shockwave. These are broken up into two different simulations to give the artist more control. The shockwave is advected by the velocity field from the explosion. It provides a good example of how to use multiple Pyro Burst Source nodes to create good looking explosions and shockwaves as opposed to doing all the sourcing in one node.
Important Nodes ¶
pyroburstsource
Sourcing for the main explosion is split into three sections, which all create specific shapes in the simulation. These sources all use Pyro Burst Source nodes.
pyroshockwavesoure
The shockwave sourcing also uses this same approach with three separate Pyro Burst Source nodes.
pyroscatterfromburst1
The pyroscatterfromburst1 node controls where the trails will be placed.
pyrotrailpath
The low_spikes1 node controls the shape of the trail paths themselves.
pyrotrailsource1
The pyrotrailsource1 node controls the shape of the source that will be instanced on each trail path.
Learning from this example ¶
To... | Do this |
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Adjust the trail radius |
Adjust the Middle Value and Range Length parameters on the adjust_trail_radius1 node. |
Adjust the trail length |
Adjust the Output Min and Output Max parameters on the attribremap3 node. |
Change the shape of the explosion and shockwave |
Adjust the Shape Offset or Offset parameters in any of the Pyro Burst Source nodes to easily modify the shape of the explosion or shockwave. |
Adjust shockwave advection from explosion |
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