| Depth Charge/Underwater
explosion |
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First
Null
Add a null (Ctrl n). This null will be our starting
point in the explosion and is an initial burst
of smoke that will barely be seen but helps dirty
up our fire ball which we will add next. Open
up Hypervoxels in the Volumetrics and
Fog window (Ctrl F6). You will see a greyed
out Null under "object name", double
click on the Null to highlight and activate it.
Towards the top right of the Hypervoxel panel
you will see a pop-up menu labelled Object Type,
select Volume. In order to see the change
call up Viper (F7), you should now see a little
smoky ball in the Viper window.
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Now we will change the parameters
and set some envelopes in order to make the smoky
ball start small, get bigger and shrink back again.
First we want to adjust the dissolve envelope
to fade our Hypervoxel on and off. Click on the
E (envelope) button to the right of the word "Dissolve"
and input the following settings.
Frame 0 = Value 0% Tension 0
Frame 4 = Value 30% Tension 0
Frame 8 = Value 0% Tension 1
Frame 15 = Value 0% Tension 1
Frame 40 = Value 100% Tension 1
Your curve should end up looking like this:
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Close this envelope and
on we go. Under the Geometry tab in the HyperVoxels
window click on the envelope button next to particle
size and put in the following values.
Frame 5 = Value 0m Tension 1
Frame 11 = Value 992mm Tension 0.3
Frame 20 = Value 855mm Tension 0
Frame 30 = Value 0m Tension 1
Your envelope should look like this: |
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Close the envelope and click
on the shading tab, remain in the basic tab area
and input the following values:
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Move on to the advanced
panel whilst still in shading. This panel is divided
into 3 areas, render quality Shadow settings
and illumination control. Render and shadow quality
will greatly effect the render times so be careful
with these settings, I would recommend setting
them both to medium, low works fine if your post
processing the effect with film grain (this will
cover up the fact that they don't look that great).
Illumination should be set to Beer with the use
all lights button ticked, I would also put the
ambient to 15% but leave the colour at 200 for
red, green and blue.
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Now move to the hyper texture
tab and change the texture to FBM, with a frequency
of 3, contrast of 0% and small power of .5.
Now set the texture amplitude to 50% and the
texture effect to Billowing. The effect speed
should be set to 200%.
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Try a small preview using
Viper. You should eventually see a preview of
some expanding and contracting smoke. It may not
look much but it will help our main explosion
look really cool Remember to put Viper into Object
Preview mode.
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Second
Null
This null is going to add the noisy explosion
part that will give us the main effect for the
start of our explosion. Once again double click
on the null in the Hypervoxels panel to activate
it, we are now ready to start editing its settings.
As on Null (1), change the object type to volume
and then adjust the dissolve envelope as follows.
Frame 0 = Value 80% Tension 0
Frame 12 = Value 59% Tension 0.46
Frame 19 = Value 59% Tension 0.46
Frame 50 = Value 100% Tension 1
The curve should look like this: |
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Close the envelope and now
we go to particle size and put in the following
values.
Frame 3 = Value 0m Tension 1
Frame 7 = Value 1m Tension 0
Frame 32 = Value 800mm Tension 1
Like so:
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Close the envelope and click
on the shading tab, remain in the basic tab area
and input the following Color values: Red = 249,
Green = 217 and Blue = 146 to make a warm yellow.
Click on the T Button (Texture) to the right
of the colour swatch. Here we are going to create
and adjust a gradient to make the explosion change
colour over time. First we need to choose a Gradient
layer type.
Make the layer opacity 60% and, choose Particle
Age as the input parameter. Set it up as follows:
Bar 1 Red = 250 Green = 202 Blue
= 004 - Alpha = 100% - Parameter = 0
Bar 2 Red = 237 Green = 083 Blue
= 017 - Alpha = 100% - Parameter = 2.4
Bar 3 Red = 117 Green = 095 Blue
= 069 - Alpha = 100% - Parameter = 6.14
Bar 4 Red = 030 Green = 030 Blue
= 030 - Alpha = 100% - Parameter = 18.5
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end up with something like this: |
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