Fluids colour powder "Explosion"

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Mousey

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Feb 14, 2016, 11:25:29 AM2/14/16
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Hey Guys,

I've posted this elsewhere with no real luck so far, i'm trying to re-create a powder / ink outwards explosion effect, sort of below, but more from a central point then a direction:

The colour shifting i'm not to concerned about for now, i'm pretty sure I can handle that via soup. I've looked and de-constructed Duncans orange dye, but im struggling to get that central point feel (Rather then it just moving from side to side)

Any help would be hugely appreciated!

Ryan O'Phelan

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Feb 15, 2016, 9:40:15 AM2/15/16
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Dissipation, noise, and diffusion look like they are zero. Resolution looks at least 600x600, which is very high.  Try a simple sphercal emitter with very high emission turbulence. At least 20 density per second. Forward advection on. Make sure the simulation scale is pretty small.

R

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Duncan Brinsmead

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Feb 16, 2016, 11:41:57 AM2/16/16
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Perhaps consider emitting from a particle system into the fluid if you want concentric motion( the fluid sim is incompressible which fights motion towards or away from a point… particles don’t have this restriction ).

You could use several particle systems each emitting a different color.

 

Duncan

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Mousey

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Feb 22, 2016, 11:07:45 AM2/22/16
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I didnt think about it this way, I'd noticed that fluids have been fighting the omni-directional required. 

Do you have any good starting areas (I'm also going to have a play from scratch and will post any results here!)

Thanks!

Duncan Brinsmead

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Feb 22, 2016, 3:31:43 PM2/22/16
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Just create an nParticle system, then select it and a 3d fluid container and do fluids->emitFromObject. On the emitter set the emitter type to omni and adjust the maxDistance to a suitable radius of emission for the particles. As well it helps to enable motionStreak on the emitter and adjust the fluidDropoff.  Use color on the emitter and emit from several different systems for multiple colors, or keyframe the colorvalue on the emitter to have it change over time. As well it is possible to control the emission radius and rate per particle…(use per point rates, radius on the emitter). Use the emission speed attributes with inherit velocity to also push the fluid with the particle motion.

Mousey

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Feb 25, 2016, 7:46:08 AM2/25/16
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This seems to be working so far (i'm jumping between 3 uni projects at the moment), i've found the perfect example of what im looking to remake:

The colour blasts from sort of 3 seconds onwards!
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