Need help creating still images of explosions

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So, for an upcoming project, I need to include some still shots of explosions. These have to be extremely close up, as if travelling along the sides of the simulations. However this issue Im having is that it’s incredibly hard for me to maintain the detail and lighting of these pyro sims at such a close view. Whenever I take it to the render view it just seems very flat and dull compared to what I’m seeing in the actual sim. I just need a basis on where to start to achieve something like this. I considered instead of just simulating an explosion, creating clouds instead and adjusting it to make it look like the depths of an explosion, or should I just place a camera very close to the sim and render it from there? Any help would be appreciated. I am seriously struggling with this idea.
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Edited by ramyjackson - Oct. 23, 2018 14:49:01
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ramyjackson
So, for an upcoming project, I need to include some still shots of explosions. These have to be extremely close up, as if travelling along the sides of the simulations.
9Apps [9appsapk.com] VidMate app [vidmate.vin] Apk9apps.com [apk9apps.com]

even i had the same question back in my mind for a very long time but was not able to find the solution

please help
Edited by smithclarkson01 - Aug. 14, 2019 16:57:42

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even i had the same question back in my mind for a very long time but was not able to find the solution

The OP was comparing what he sees in viewport to what he is getting in render.

If your doing the same you need to make the adjustments, whatever they may be, for the renderer not the viewport. The viewport is only an aid.
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you'll combine multiple emitters–for your fire you'll want an emitter with orange particle (using fire textures?) in an ADD blend mode.
You'll have another emitter with dark grey or brown cloud/smoke textures in NORMAL blend mode. This will help the smoke occlude the fire.
You'll need a third emitter that's using spark/ember textures in an ADD mode. For this emitter some forces (turbulence) are helpful.
Finally, you're want a fourth emitter kicking out mobile emitters (this is where the fireworks tutorials come in) using an ember texture for the mobile emitter itself and cloud textures for what the mobile emitter spawns. This is your chunks of flaming debris.
You might look at the LIFETIME panel for each particle system so your fire starts very yellow and fades to orange and red as it ages. Make your smoke start as a lighter grey and darken later. Also the lifetime panel will let you adjust the transparency of your elements so they fade away and not pop off. All these emitters can be in the same particle system layer.
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even i had the same question back in my mind for a very long time but was not able to find the solution

The OP was comparing what he sees in viewport to what he is getting in render.

If your doing the same you need to make the adjustments, whatever they may be, for the renderer not the viewport. The viewport is only an aid.
hey,

thank you so much for giving the helpful information. it really helped me alot

thanks and regards.
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My advice would be to purchase a few of these excellent lessons:

http://www.appliedhoudini.com/blog/2018/2/16/volumes-vi-combustion-rendering [www.appliedhoudini.com]

Worth every penny!
>>Kays
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