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Realistic Particle Animations with Volumetrics - Made easy!
Home away from home
2004/11/6 0:29
From Germany
Registered Users
Posts: 391
Particle Animations with Volumetriks!

I have found a very unconventional way how to split particle-faces into Points in Imagine, without disturbing the flow of particles. Now you can use the tool Popcorn to set predefined volumetrics for every single point. So that, for example, realistic-looking smoke at a rocket launch or the explosion of an atomic bomb is possible. So you can now morph every single particle during the animation.

The whole makes the sense that of the 3 closely spaced points of a face only a single point per particle remains ... and thus no mathematical structure of a triangle is more visible! Because that seems rather unrealistic and disturbing!

The prerequisite for the whole procedure is, of course, that you also know the particle tool from Imagine and that you can handle it well. Then you also understand what I mean here

and that's how easy it is:

Step 1. Create a particle animation in the stage editor just like you always did before.

Step 2. Now let the animation run and subdivide the animation in the head into individual keyframes. Is the animation z.Bsp. 100 frames long, then divide it for me so that every 25th frame becomes a keyframe.

Step 3. Now go to Frame 1, click on your particle object and use the function "Snapshot" in the Requester "Object" to save the object now named Snapshot_01.iob. Repeat all this again at frame 25, 75 and 100

Step 4. Now switch to the Detail Editor and open the first Snapshot object. Because now we will turn the individual faces into dots. Now load the object Snapshot_01.iob - change now into the "Pick Faces" mode and select "Pick All" now remove all faces of the object with "Delete" Once done, you switch to the "Pick Object" mode and call that "Reduce Points" tool under "Function" on. Here you do nothing but drag the slider all the way to the left. And save the object again under a name of your choice ... or simply overwrite the original object. The whole thing you now repeat with the other snapshot objects.

Step 5. is done you have now with the 4 keyframe objects a particle animation, which consists only of points.

Step 6. If you want to create volumetric smoke with an additional internal intrinsic dynamics, then you only have to define the respective objects for the tool "Popcorn" ... and save animation as keyframes of the new particles. These keyframes can now be wonderfully morphed in the Stage Editor as an object. And that's basically it.

- - - - - - - - - - - - - - - - - - - - - - - - - - - -

Of course you have to experiment a bit around here. But in any case, these particles look much better and more realistic than they were before. With these animations you can now also create real fluids, if you use objects "blobs" with varying blob-mesh settings. as single particles! These are almost all things that were previously not possible with Imagine.

Once you've done this fairly simple, you'll realize that it's not all that much work. What I have described here in the 6 points is actually only a matter of a few minutes. But open up completely new possibilities for your own creativity. And that has now also created the possibility that you can bend and deform particles animation now on a path targeted.

Basically, Blender and 3D Studio Max do not do anything else internally either. But there are internal routines in Max and Blender, which do all the manual steps for one in a ride ... well, and Imagine has to do it by hand.
But if you have built up a small system for the procedure ... then it's only half as hard and you get such a particle animation just as fast as in Max or Blender. In the end even much faster

ncidentally, this method can also be applied excellently to the "Shredder.ifx" module, thus transforming individual particles into real 3D bodies, whose structure and texture can be adapted perfectly and individually to each individual particle. So you can use this method to destroy a wall that leaves nothing to be desired in terms of realism.

You can now synonymous different light sources z.Bsp. as particles that can be changed in brightness and color during particle animation. By putting the light particles into a volumetric domain body, you can use them to create wonderful space animations. Or you can set a light source in each individual volumetric particle and create an area in an animation where hundreds of stars are displayed.

You see, then, that with this method, much more is possible.

Posted on: 4/30 18:54

Edited by Marabufx on 2019/4/30 19:16:09
Edited by Marabufx on 2019/4/30 19:17:49
Edited by Marabufx on 2019/4/30 19:26:31
Edited by Marabufx on 2019/4/30 19:32:03
Edited by Marabufx on 2019/4/30 19:35:10
Edited by Marabufx on 2019/4/30 19:39:29
Edited by Marabufx on 2019/4/30 19:42:17
Edited by Marabufx on 2019/4/30 19:46:39
Edited by Marabufx on 2019/4/30 19:51:45
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