Reference
First Poof Smoke Test Concerns:
- The smoke is flowing out of the hat instead of blowing up above it. I wish it were a sudden explosion like the reference.
- I wish the smoke were more billowy. And twirled around on itself like the reference.
- I wish the smoke had wispy trails.
Hey Guys,
ReplyDeleteSorry, I accidentally posted my fx comment on the modeling test at the bottom of your blog. Your fx test and practical fx exploration is cool. Dale will love it!
Kristi
Fantastic Reference guys! You rock! I really like that explosion reference for the magic hat, that's exactly what you think of for a magic trick. I like the flash of light and quick timing of the beginning. I think that your smoke test is a great start! You have a good amount of detail. One trick we often do to get that "big punch", is to do a simulation and skip frame a couple of the first frames of the sim, so that the appearance of the explosion just Pops on. Usually a simulation starts off slow, but if you take a couple of those initial frames out, it'll have that same impact as in the reference. You'll be surprised what you can do if you play with the timing after you have simm'd it. Great job so far!
ReplyDeleteThanks Dale! I really appreciate the comments. Right now I'm trying to get a more billowy rolling poof. The sim as it stands is a high release of fuel for a frame followed by little bit of heat. Is this correct way to approach the poof? Plus I'm trying to get the poof to look white in the center fading to pink near the edge followed by blue at the edge. Any suggestions would be much appreciated. Thanks again Dale!
ReplyDeleteHi There,
ReplyDeleteIf you want to control the color based on the center out, one way you could approach it is to go under the shading tab and have "density" mapped to color using the ramp widget, then you can apply colors based on how dense the smoke is. You could have white at the most dense part going to pink and blue at the edges. If you want to get very precise control over the ramp, you can click to the right of the ramp widget, and it'll give you a separate window that you can drag to be really big, that way you can really adjust the falloff between the colors. If you want it really thick and billowy at the beginning, you can also hit it with a burst of density too at the first frame. The heat will give it the nice churning effect. I'd also turn on self shadowing under lighting to get shadow detail. If you turn up the slider on shadow opacity, you can get more shadowing without making the smoke thicker. We often do that to get more shadow detail. Good Luck, and email me if you have more questions or thoughts.