Saturday, 4 February 2012
FIREWORKS
Did the fireworks using houdini. Spent quite a while to get it to work.
I have issues rendering after importing one of the shader from the shockwave, it gives me an error that is really annoying.
Either ways, this is one of the output before the error occurs.
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| The sphere is the target where the particles is supposed to hit |
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| Popnet work where the source of the particle comes from |
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| Force to drive the particles, emit them from a sphere |
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| Split the particles to get the firework look and then add in colors using a ramp for different color variations. |
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| Using sprites at first but i use other shaders find in the net and try things out. |
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| Found out that if i saved as png, it loses some color values and looks horrible as compared to saving as jpg. |
I have issues rendering after importing one of the shader from the shockwave, it gives me an error that is really annoying.
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| Unable to batch render with this error. |
Either ways, this is one of the output before the error occurs.
WIP: Fire Render
Frame 1 to 300.
The fire looks different each time, sometimes it looks good, sometimes it doesn't.
Rendered out to quicktime for a quick visualization.
I'll use this fire and move on to creating the fireworks.
Ok, here's the mosaic thingy, but the houdini logo is there. Say whuttt. ._.
The fire looks different each time, sometimes it looks good, sometimes it doesn't.
Rendered out to quicktime for a quick visualization.
I'll use this fire and move on to creating the fireworks.
Ok, here's the mosaic thingy, but the houdini logo is there. Say whuttt. ._.
WIP: Fire
Current Fire render:
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| FIRE RENDER. |
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| Values of density, heat and fuel are adjusted for a fire that symbolizes more of a fire that's being emitted out from a barrel. |
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| Added in 3D container. |
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| Gravity so that the fire remains static. |
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| Turbulence for a better lookin' fire. |
How I did the fire was pretty straight forward, went to Create a 3D container with emitter,
scale the box accordingly to the size that i want, extend the fluid in the y axis, so that the fire have more space to move.
Changed the values of stuff like turbulence, fluid scale, reaction speed to get a nice fire.
Tuesday, 31 January 2012
Tuesday, 17 January 2012
Sprites Atlas
Mr ron taught us how to use sprites, I used the image below and the results are the ones from the second picture onwards. We also learnt how to use houdini to create the mosaic images which can use for our various games.
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