| Depth Charge/Underwater
explosion |
| Step 3 - Adding the Emitter |
Now we add an "Emitter"
that is going to create an air bubble stream that
pushes upwards out of the explosion. This will
entail two stages, the first will be creating
the particle stream and the second part will again
involve the use of hypervoxels. Add an HVEmitter
by going to the Item tab and choose Particle under
Dynamic Obj. |
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In the FX_Emitter window
we can create an envelope for the birth rate,
so click on the E button and input the following
information whilst in the generator window.
Frame 10 = Value 0 Tension 1
Frame 15 = Value 10 Tension 1
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It should look like the
above picture. This will start the particle stream
at frame 10, then input the following information
into the Generator and Particle tabs of the FX_Emitter
window:
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Enter the following info
into the Motion and Etc tabs: |
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The other settings remain
as default, so close the window and go to the
Hypervoxels panel. Double click on the Emitter
to activate it, once again choose the object type
as Volume and set the Dissolve setting
to 30%, then click on the dissolve texture button.
Set the layer type to Gradient and then
set the input parameter to Particle Age,
now we need to add some bars to the gradient so
input the following settings: |
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Now click on the Use Texture
button and move down the Hypervoxel page to Geometry
and particle size. Set particle size to 500mm
then click on the Texture button. Layer type should
be set to gradient, then move down to input parameter
and set it to particle age. Now add an edit bar
(total should now be 2 edit bars). Input the following
information. |
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Click on the use texture
button. Now click on the Shading > Basic
tab and set the Color value to 174
for Red, Green and Blue.
Then click on the texture button and add a gradient
in layer type, then change the input parameter
to particle age. We are going to make a colour
gradient that will give the effect of a white
frothy head to a column of air that is rising
upwards out of the explosion. Edit the four bars
so that they look like this:
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Then click on the use texture
button, then move to the next parameter.
Set Luminosity to 100% then click on the
texture (T) button. Texture gradients under the
luminosity settings enables you to give a hot
spot and fall off to an explosion or an air column
such as ours, so next we need to add a gradient
to our luminosity texture. Choose Particle
Age for an input parameter and add another
edit bar to the gradient column. Input the following
settings:
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Click on the use texture
button, the remaining settings are easy:
Opacity 80%
Density 40%
Thickness 20%
Smoothness 50%
Then click on the advanced tab, render and shadow
quality should be set to medium and illumination
set to Beer, with use all lights on. Then adjust
the following settings.
Ambient Colour Red = 174 Green = 224 Blue
= 181
Ambient intensity 30%
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This will give a slight
green tinge to the rising plume of gas. Now move
on to the HyperTexture tab and input the
following parameters.
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The next bit is really important
read my lips, etc. The idea here is to attach
the texture to a null that can be animated independently
of the movement already inherent in the texture.
It will add a fluidity to the texture that makes
it look more real
okay no more waffle. We
are attaching the texture to one of the movement
nulls we created earlier, called Texture Movement
by setting the Reference Object for the emitter
to Texture Movement. |
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