How can I improve this particle solution (aerosol spray)?

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Peter Q's videos helped me get started with these particles, and after some experimentation I am fairly happy with the result. Just a couple of things I would like help to improve;

1. the shadow seems blocky and does not seem to consider the fine particles of the spray, i.e. the particle uniform scale property and/or alpha (shadows are ray traced via a point light)

2. it seems the particle stream is too “white” at the start - with a solid, eliptical shape - I would like to make this a bit less solid but can't seem to adjust it in any way. It just doesn't seem quite right to me (you can see it clearer in the shadow).

I have attached the scene file; here are the properties used:

Source
Const. birth rate: 750,000
Life Expectancy: 1.5
Life variance: 0.75
Velocity: 15,0,0
Variance: 14,4,4

Render
Particle size: 0.1
Particle blue: 1/$FPS

Colour
Alpha Param: (1 - $LIFE) * 0.5

Property
Uniform Scale: (0.3 * rand($ID) * 0.3) * (1 - $LIFE)

My machine (4gb RAM) chugs a bit with over 1 million particles so I hope the answer isn't too many more particles

Thanks for reading

Attachments:
aerosol_particles.hipnc (906.0 KB)
spray.png (144.4 KB)

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hi, why dont'you save your particles to disk and load them in a delayed load shader, this can help you in render more than 1 million particles, use point rendering (mantra) and a constant shader with low opacity to avoid the white eliptical effect….maybe you can use a ramp to have more opacity in your birth emission point ($age or $life ??)…the blocky shadow seems a low sampling issue, maybe an area light can help producing softer shadows, or a blur in a separate pass in comp.
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Thanks blonde, that gives me a lot of ideas to work with!

Can I ask approximately how many particles you would expect to need for this? 1 million … 10 million … more? Naturally, I need to just keep experimenting until it looks right, but an idea would be useful.

Thanks again,

Mark

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Right now I would forget about the amount of particles and concentrate on the properties of the particle. Of note last night happened to use a spray over a surface and it did not cast a shadow onto that surface. So that begs the question for your shot lighting conditions do you even need to bother with creating a shadow on a surface …..

rob
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understood Rob, thanks, I'll work on the basics (including further observing how it looks in the real world).
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Hi, here's where I have got to. Massively improved - it should suit my purposes!

Video here [vimeo.com] (the vimeo encoding has blurred it a bit) and a still is attached.

(I'll see about the shadow in the actual shot )

Thanks again for the help!

Mark

Attachments:
frame_39.png (54.4 KB)

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edit; nm worked it out
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hi uniqueloginname, your spray looks nice….maybe you can add some noise to improve it or just simulate you are using it in an outside environment with wind forces acting on it….then i was thinking to fake a standing indoor spray with a volumetric object, so i've posted here a start basic scene only to stimulate alternative ways to obtain a similar result. :wink:
It needs noise inside the procedural shader and more offset opacity to shape it better…and more…

Attachments:
testvolumspray.hipnc (411.2 KB)

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Thanks blonde for your feedback. I am also interested to see your solution tonight. Finding multiple ways to solve a problem makes things interesting.

I did add a wind pop with some noise and the particles ‘drift’ sideways, but i could not get the stream to ‘bend’ which it does in real life. I probably need an expression to make the wind stronger as the particles age, so I tried things like making the wind scale “1/$AGE” but did not seem to work (not being familiar with expressions I was happy to think of this, and disappointed when it didn't seem to work!).

I will look into it more later

Mark
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