-
diemacht 1,045 posts
so this is actually my first "complex" particle flow tests.
i tryed to recreate a bulllet impact. sure its not very realistic but i think for my first try its ok.
so c&c welcome as always.
and if anyone know a good tutorial i would love to know it

(yeah i could use rayfire and such tools but i wanted to do it myselfe so i can learn smt about pflow)
-
ivanisavich 4,196 posts
Hey mate, looks kinda cool but I'm a bit confused....what's that grey stuff that rises up after the impact? I thought it was smoke but it doesn't really look like smoke....
Also, I'd suggest adding a higher "random" value to the debris speed...right now it forms a discernible "ring"...whereas you'd probably want it to look more spread out and random.
-
diemacht 1,045 posts
thx for the crit t.
the "djinn" rising after the impact "should" be the smoke but it looks a bit different than in particle view
actually i couldnt predict how it is going to be look after the render im gonna definately change it.
-
diemacht 1,045 posts
little update but im still not happy with the smoke . beside the color its still weird somehow
-
diemacht 1,045 posts
anyone has a idea how i can duplicate this a couple of times because when i group it and copy it totaly doesnt work :S
ok i can copy the pflows in the particle view window but if i do this i have to manually adjust everything. with a machinegun fire its just too much work.
-
ivanisavich 4,196 posts
Just copy pflow events within pflow (as well as birth events, and the plow objects themselves)...then wire all the events together and it'll work

Make sure you adjust the seeds though, or else the particles of the second pflow will all be in the same place as the first one.
-
diemacht 1,045 posts
and i could wire the xyz positions too so they move all together
-
diemacht 1,045 posts
im still having problems
i cant get it work i still have to copy the vortext and pbomb and manually add it and remove the old one.. arg... after 2-3 times it gets messy.
so i post a screenshot of the basic system i got.
-
ivanisavich 4,196 posts
One thing I've been doing in my film Cycle Down, is rendering out 2 or 3 "bullet impact" animations and then using them as sprites. That seems to be much better than duplicating a pflow system, or working with spawned instances of impacts.
-
diemacht 1,045 posts
can you explain it a little bit more because i think i did understand what you do but it diddnt make any sense so probably i did get you wrong.
do you composite the sprite renders on top in afx?
and how do you match the camera movement?(not in afx) (when its a plane with a video texture on it and when you get the wrong angle it will look weird because of the perspective error)
-
ivanisavich 4,196 posts
1) Render out a bullet impact sequence. Render as .tgas to maintain transparency
2) Setup a pflow where each particle will represent 1 full bullet impact
3) Set the shape to facing
4) Set the material to dynamic, and apply the .tga sequence as the material. In the "time" dropdown of the .tga sequence, select "link to particle age"
Now you should have a pflow, where at each point a particle is generated, in the render an instance of the bullet impact animation will appear.
Just imagine like how in video games, when an effect occurs, it's just a textured plane.
-
mahmoudnahmad 1,159 posts
very weird smoke, explosion seems to end rather quickly (at the end particle stop moving like under super gravity force)