Hi,
i'm trying to recreate the comet shown in the picture below using fluids but i am getting nowhere. Can you please assist me?
Thank you,
Paul
Making a comet looking like this:
13236 10 3- SpOOkyPaul
- Member
- 31 posts
- Joined: April 2007
- Offline
- Allegro
- Member
- 696 posts
- Joined: March 2006
- Offline
- SpOOkyPaul
- Member
- 31 posts
- Joined: April 2007
- Offline
- Gerome
- Member
- 85 posts
- Joined: July 2005
- Offline
Well
- a ball emitting particules, then some houdini magic to make the trail… I think there is a tutorial about missile tail that could be modified to look like a comet.
Fluid looks impressive, but a lot of things can still be made with particles… all my water splash and fire are done with the lovely POP…
- a ball emitting particules, then some houdini magic to make the trail… I think there is a tutorial about missile tail that could be modified to look like a comet.
Fluid looks impressive, but a lot of things can still be made with particles… all my water splash and fire are done with the lovely POP…
- Allegro
- Member
- 696 posts
- Joined: March 2006
- Offline
Fluids have their uses, but are also used in many instances when they are overkill. Unless you require fluidic motion, you are typically better off trying other methods.
In this case, you could probably get the look with a sphere emitting particles with lifespan. A bit of variance on their emission so that they go off in a cone shape. Use a color pop to control the alpha based on the lifespan, and you could probably layer this to get the different colors, or use some fancy expressions to do it in a single pass.
In this case, you could probably get the look with a sphere emitting particles with lifespan. A bit of variance on their emission so that they go off in a cone shape. Use a color pop to control the alpha based on the lifespan, and you could probably layer this to get the different colors, or use some fancy expressions to do it in a single pass.
Stephen Tucker
VFXTD
VFXTD
- SpOOkyPaul
- Member
- 31 posts
- Joined: April 2007
- Offline
- Gerome
- Member
- 85 posts
- Joined: July 2005
- Offline
- ivan
- Member
- 83 posts
- Joined: July 2005
- Offline
- tstex
- Member
- 454 posts
- Joined: July 2005
- Offline
I'm with Ivan. Comets don't do much.
Procedurally:
1./ grid sop - poly - divs 8*1 - size 1*1 - center 0.5,0,0
2./ point sop - Use alpha. set to $TX
3./ copy sop - make 20 cumulative copies with random length scaling in X
4./ set up a ramp in COPs. make colors transition like picture
5./ use $TX to index into ramp to get point color
6./ primitive sop - rotate some random amount around z axis
7./ copy spheres to points (pscale (point sop) will effect each scale. transfer attributes (Cd, Alpha)
8./ shader with alpha para/perp (use dot product from I and N to scale opacity)
or something like that.
Procedurally:
1./ grid sop - poly - divs 8*1 - size 1*1 - center 0.5,0,0
2./ point sop - Use alpha. set to $TX
3./ copy sop - make 20 cumulative copies with random length scaling in X
4./ set up a ramp in COPs. make colors transition like picture
5./ use $TX to index into ramp to get point color
6./ primitive sop - rotate some random amount around z axis
7./ copy spheres to points (pscale (point sop) will effect each scale. transfer attributes (Cd, Alpha)
8./ shader with alpha para/perp (use dot product from I and N to scale opacity)
or something like that.
- Serg
- Member
- 511 posts
- Joined:
- Offline
- goldfarb
- Staff
- 3455 posts
- Joined: July 2005
- Offline
-
- Quick Links