Monday, May 28, 2012

Crack Dust

Here is an attempt at tackling the challenge of creating the dust produced when a fracture occurs. I could have used the inside group to emit particles if the fracture had been generated in SOP level, however, in this particular instance, it was done in DOP. I could have also used the impact data if I had set the network up to record impact data while doing the fracturing in DOP, however I did not due to the lack of experience and foresight. So the effect would have to be faked as there was no more time to resim.
Here I'm using the surface that Mr Ron created to sliced the terrain in half to emit particles upward, colliding with the terrain. As can be seen in the above flipbook, a lot of particles are being trapped below and those that do get to the surface are flying too quickly.
Here a more elegant system is in use. Initially, a curve was made out of the cutting surface with a carve node, however as it gave problems later down the network, I traced a curve out instead. This curve was then plugged into a creep, together with a sphere. The translate was animated to match the opening of the ground. An AttributeTransfer node was then utilised to transfer blue onto theterrain. From here, particles wold be emitted from the blue ares of the terrain. In order to optimise the simulation, non-blue areas of the terrain was deleted procedurally.

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