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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.

 

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

 

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:

 

Enter the following info into the Motion and Etc tabs:

 

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:

 

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.

 

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:

 

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:

 

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%

 

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.

 

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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