| Depth Charge/Underwater
explosion |
Then click the Add Layer
button. Make it a gradient layer again, but
on the input parameter setting change it to Local
Density and put in the following parameters.
Bar 1 Red = 246 Green = 226 Blue
= 173 - Alpha = 100% - Parameter = 0%
Bar 2 Red = 215 Green = 094 Blue
= 021 - Alpha = 100% - Parameter = 16.14%
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Then click on the button
"Use Texture" so that we can then move
on to luminosity.
Set Luminosity to 100% then click on the T button
to the right of the colour swatch. We want a gradient
again and the layer opacity should be 100%. Now
set the input parameter type to Local Density
and input the following settings.
Bar 1 Value = 150% - Alpha = 100% - Parameter
= 0%
Bar 2 Value = 59% - Alpha = 100% - Parameter
= 13.68 %
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Now we move to the Opacity
button. The opacity will change over time, so
click on the E (envelope) button, and input the
following information.
Frame 0 = Value 80% Tension 0
Frame 3 = Value 28% Tension 0.58
Frame 8 = Value 34.85% Tension 0.285
Frame 12 = Value 78.07% Tension -.13
Frame 30 = Value 100% Tension 1
It should look something like this:
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Close the envelope for Opacity
and let's fill in the last details.
Density 120%
Thickness 80%
Smoothness 10%
Once those are done, move on to the advanced
tab and set the render quality to medium, make
sure that volumetric shadows and texture shadows
are not highlighted. Illumination should be set
to Beer, with the use all lights option on. Then
move on to HyperTexture and use the following
settings:
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Now run a preview using
Viper. Make sure you set the preview options to
scene preview. Hopefully now you have a very basic
explosion, we now need to add another smoky null
to help give the illusion of the explosion being
smothered by the water. This layer is particularly
important to the effect, and subsequently needs
care in setting up. |
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Third
Null
Add another null and activate it in the Hypervoxels
window. Once again change the object type to Volume.
We need to add a Dissolve envelope, so
click that button (E). Now input the following
parameters.
Frame 4 = Value 100% Tension 0
Frame 8 = Value 40% Tension 1
Frame 15 = Value 40% Tension 1
Frame 38 = Value 60% Tension 1
Frame 200 = Value 100% Tension 1
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Under the Geometry tab we
need to add an envelope for particle size, so
yes you guessed it
click that E button and
add the following settings.
Frame 4 = Value 0m Tension 0
Frame 10 = Value 850mm Tension 0
Frame 30 = Value 1.1m Tension 1
Frame 200 = Value 1.5m Tension 1
It should look like this:
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Close that window and move
on to the Shading > Basic tab.
Now input the following settings:
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Now move on to the advanced
tab. Add the following settings: |
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Now move on to the HyperTexture
tab and input the following settings. |
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Once again, make a preview
using Viper just to check it's all going as expected.
Later we will attach this part of the explosion
to a slow vertical moving null, that will give
the effect of the explosion moving up in the water.
But for now, just add two nulls for use later.
Name the first null "Texture Movement"
then add another and call it "Null Mover",
we will animate these later. |
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