CompuServe Thread

#Dust, using Vapor.axp

16 messages in this thread
#161787From: Bob BechtoldMar 30, 1995 4:40 PM
Gary – I am trying to use your Vapor.axp to achieve a dust cloud that might result with the collapse of a structure. In this case, a Chinese character denoting "Cancer." As my object reaches maximum collapse, I would like to see a cloud of particles (dust) rise, curl out, then begin to descend. I don't seem to have gravity slider values in the vapor.axp. Do you have other plug-in's that will help to simulate the effect I've described? Or, can you point me to a tip or two?
#161817From: MARTIN G FOSTERMar 30, 1995 6:57 PM
Bob, >> I would like to see a cloud of particles (dust) rise, curl out, then begin to descend. I don't seem to have gravity slider values in the vapor.axp. << in case you can't get vapor to do what you want Schreiber has a nice IPAS which I'm now using for a similar effect. It's called pcloud (plasma cloud) and you'd create a few of them and animate them traditionally (position and scaling wise). It's the nicest routine I've seen for dust effects.
#161972From: Bob BechtoldMar 31, 1995 3:04 PM
Martin – Thanks for the tip. I'll call Schrieiber. In the mean time, Gary's V_GFOG.3ds file has a nice vertex grid which I've used for a suitable base. High Chaos value allows the even spread of particles. By scaling the top of the axp box and then moving it -Y over a period of frames help the illusion of dissipating dust. Sort of. <g> I will also try Kyle's suggestion of a concentric circle of vertes within the axp box. Oh, by the way, (late as it may be) good talk and demo March 4th at the 3D ArtForum. These sort of events are valuable to our industry. It had a very "hands on" feel about it, what with the encouragement of the audience to shout out any old question they may have at any given moment! Cheers, BB
#161998From: MARTIN G FOSTERMar 31, 1995 5:02 PM
Bob, I've found a combination of particle systems can work well for these complicated effects. A mushroom cloud type effect might use spurt for the base then multiple pclouds coming up the center and expanding/roiling. The 3d art forum's March meeting was pretty good. I enjoyed the Bablyon 5 guys talk immensely.
#162131From: Bob BechtoldApr 1, 1995 12:30 PM
Martin – I'm not convinced that spurt.axp can be used in this instance. I need a dense dust cloud to hide my change-over point. As one Chinese character disintegrates, another reconstructs in its place. So I'm hoping to use the dust as my cover. <g> If I were more familiar with spurt….. Anyway, Kurt McKeever pointed me to Gary's V_gfog.3ds file which I'd never investigated. It produces a nice think dense layer which I have modified and animated to suit my needs. This will get me past my client on Monday. Then I'll look closer at Spurt and Pcloud. Thanks again for your help! BB
#161820From: Yost GroupMar 30, 1995 7:30 PM
Check out MartinF's response re the Schreiber plasma particle system. It sounds like that would be perfect for you.
#161973From: Bob BechtoldMar 31, 1995 3:04 PM
Thanks, Gary. I'm using your V_GFOG.3ds file for it's AXP Box. By changing some parameters, mainly high chaos values, I've got an even spread of particles over the grid. Animating, scalling, completes the illusion. I'm also taking your and Martin's suggestion to call Schreiber about PCLOUD.AXP. Have fun at NAB! BB
#161840From: Kyle J. McKisicMar 30, 1995 9:54 PM
Bob, I might have a solution here for ya – using Vapor Try this out for size: Create an Axp Box and delete the emitter verticies. Then go into the shaper and create two concentric circles. In the editor do Create/Object/Get to grab the shape from the shaper. Position your 'ring' inside the emitter box and attach it to the box. Now you've got an emitter box – but with the emitters in a ring (not in a cluster) so when you apply Vapor to it – you'll get smoke (dust) emitting in a form more suited to what you're trying to accomplish. I think 🙂 you can animate the emitter box moving and scaling, and it'll leave a proper trail of stuff. The only problem I can see right now would be that Vapor tends to look more like vapor than dust, but you might try using several emitter boxes with varying particle sizes to acheive a more grainy look. -Kyle BTW, I haven't tried this yet in practice so it may be a total flop, but it should work 🙂
#161974From: Bob BechtoldMar 31, 1995 3:04 PM
Kyle – Ok, I'm gonna give your idea a try over the weekend. It may be more robust than what I'm trying now. However, neither method gives us independent contol of the particles, top to bottom. ie. to curl those top particles out and down while the bottom particles continue to rise. Thanks for the tip, Kyle! BB
#161979From: Kyle J. McKisicMar 31, 1995 3:14 PM
<< neither method gives us independent contol of the particles>> true. but do you want to hand animate 4K objects? 🙂 I think I'll try a version myself. if it looks like anything I think you can use, I'll drop you a flic. -Kyle
#162132From: Bob BechtoldApr 1, 1995 12:30 PM
Kyle – Sorry about my poor wording. I wasn't thinking about the independent control of EACH particle! Yes, that would be excessive, time consuming and impossible. Looking forward to seeing your results. Cheers, BB
#162274From: M. G. BATCHELORApr 2, 1995 3:22 AM
Bob, I've created the same effect before using a combination of Vapor, Magic, and Lenz F/X. Unfortunately, there isn't a gravity force available in Vapor. But, you can composite several dissolving layers, with the flow direction orientation varying. With Magic, you can set a wide range of particle sizes, and you can have a gravitational force as well as a gravity influence percentage, giving the effect of projected, lingering and settling debris/dust. Try some layers with antialiasing OFF, along with some ON. Use several instances with the maximum particle count to get a very dense cloud. Lenz F/X Aura can be used to create nebulousity between the particles, and fuzz-up the un-antialiased Magic layers. Animated opacity maps can be used to further control the life and blending of the various particle clouds. It's a lot of work setting up all the layers, and tweaking them, but it looked pretty good. BILL
#162308From: Bob BechtoldApr 2, 1995 1:16 PM
Bill – The whole idea of using a dust cloud in the scene was to cover the data change-over point. I thought a nice billowy dust cloud puff at the end would act as this mask. And it would, if I could get it to look realist. Unfortunately, the combination of effects I've come up with look rather weak. The other problem is rendering time. Keeping the seed values in mind, it still takes about 13 min/frame on a Pentium-90 with lots of memory. I've chosen to use Elastic Reality to morph the data swap point. One batch of objects disintegrate while I have another group waiting to reform a new Chinese character. Since we can't physically see the disintegrated objects until after they're rendered, image morphing is the option I've chosen to use. Your combination of effects sounds intriguing. Some of them I know, others I don't but time for experimenting on this job has run out. Thanks for your response! Cheers, BB
#162341From: M. G. BATCHELORApr 2, 1995 5:34 PM
You bet, and good luck! BILL
#162415From: Ralph F. FrantzApr 3, 1995 1:33 AM
>> As my object reaches maximum collapse, I would like to see a cloud >> of particles (dust) rise, curl out, then begin to descend. I don't seem to >> have gravity slider values in the vapor.axp Bob, I believe that Martin and Kyle have the right idea. Multiple Spurts with circles of target vertices at the top could be used with gravity on and very little initial velocity. The illusion could be pulled off with the right animated smokyish (smoke.axp) dusty material. Let us know what you come up with. Ralph
#164013From: Bob BechtoldApr 10, 1995 8:05 PM
Ralph, Sorry, I've been off the Asoft forum awhile. I'll try the spurt.axp to see what could have been done here. The project is finished. I used the vapro.axp and had moderate success. At least my client is happy. Thanks for your response. BB