I’ve been doing some experiments with Blender 2.55 lately, especially with particles, smoke and indirect lighting. From all the stuff I made, I have put together two small compilations:
The videos include:
fire, a flamethrower, mixed smoke simulations, object disintegrations, ink effects and some other things.
Amazing, could you please tell me how you made the smoking mask thing in the second video. I need to do something like this for a project I’m working on.
Great looking work, I’m not sure I have the patients for so much baking. I love the materials work that you have done. Also I really appreciate the tutorials you have up at your web site. even though they are older now the tips are great!
Two smoke flow objects: one with positive temperature, one with negative temperature. You can than use the heat texture and a color ramp to simulate the mixing smoke.
I don’t want to go much into detail in only a forum post, but here is the short version:
millions of particles
slowly moving turbulence force fields
a wind and a spherical force field in front of the face
a volume with a point density texture of the particle system
some visual improvements with compositing. e.g.: Adding some glow, using rgb curves for better contrast and to add a slight color tone at the particles fading out, mixing the picture with the three last pictures to create motion blur, etc.
Nope. Unfortunatly that’s not possible with volumes (,yet?). The same emitter, that emits the smoke flow particles just emits a whole bunch of lamp objects, too.
That are just curves. For rather short tentacles you could create something similar with a hair particle system and a particle instance modifier on a cone.
I guess you used Newtonian particle physics? I’m currently experimenting on using SPH fluids to get simliar results with less particles but the simulation becomes unstable at a medium ammounts of particles (200.000) already
Here is me having fun with SPH fluids out of control:
realy impressive work! I’ve also done some FX tests with SPH Particles lately but just pulled my hair of due to some weird caching bugs(particles bouncing back and forth) and other stuff. For me the simulation worked again after i changed some random value in the particle settings but it was still somehow unpredictable.
Do you have any advice for keeping things manageable/bakeable at such high particle counts? (imo display percentage is not working for SPH particles)
@Raub for me the simulation was still stable at 500 000 particles. I think it has to do with the rest density and fluid influence radius settings. The way I understand this is the more particles you use the closer to each other they’ll be born causing the simulation to explode as it tries to respect the maximum rest density. I solved that by simply turning down the influence radius to a realy small value or 0
Wow, great work. I’d be interested in a tutorial on what your work flow is like with the smoke. I’m having trouble getting things where I can visualize what will happen with out 100 10 hour bakes.
That second (and third) scene in the first video was the only test I made using SPH particles so far. That were 1 million particles with an interaction radius of 0.09 and 7.5 rest density. I also used 1 subframe to make it more stable.
And yes, that spooky mask thing had newtonian physics. That simulation had 2 million particles.
I think the second suzanne disintegration had the most particles visible at the same time with 3 million particles emitted at once.