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  • Long tunnel gas explosion

    Hi We have a tunnel 300 meters long that will have gas explosion going through from one end to another. Making a long sim box 300 meters and having nice quality is not an option. Do you have any idea how to make it efficient thank you

    Also is there anyway to fill up a tunnel with gas or i have to manually fill it with fuel first then light it up thanks
    Last edited by cb LLC; 13-06-2017, 01:49 PM.

  • #2
    What camera angle will it be seen from? Is it a vfx shot or some kind of scientific demo? If the explosion starts at one end and gradually moves along the tunnel you can easily animate the grid so you don't have to deal with all the cells that are seen behind the wall of fire, very similar to the ship in ocean demo!

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    • #3
      thank you

      it will be a vfx shot. one thing i dont know how to do is have fuel in the sim all the time

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      • #4
        Have you got a quick sketch / layout of what the shot will look like from the camera position or seen an example of what you want anywhere else?

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        • #5
          the camera will be one one end of the tunnel looking down the tunnel and flames are coming towards the camera.

          From one of the post chaos team said use "the fuel is useful for some kind of explosions, but if you just wants propagating fire, do not emit fuel, emit just a hot air." https://forums.chaosgroup.com/forum/...63436-bad-fuel

          not sure how to fill the tunnel with a hot air

          thank you!

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          • #6
            Right! So if you've got a tunnel filling with fire - fire becomes a wall so you can't see through it, you only really see the leading edge. As the fire moves up the tunnel, you're not going to be able to see all the way down, the foreground fire is too solid so you don't have to care about anything behind it. You can do an animated emitter (particle system or some such) emitting fire forwards and then link your phoenix grid to this emitter with enough space in front and behind it for the fire to sim while limiting the size of the grid to something manageable at high quality.

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            • #7
              This might interest you. I think Allan is starting some tutorial session of explosion in tunnel or similar...

              https://www.facebook.com/allanfmckay...5326809007158/

              Lasse Kilpia
              VFX Artist
              Post Control Helsinki

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              • #8
                Just make a plane with a noise modifier on it, point the plane facing up the corridor, animation the plane from the end of the corridor up to your camera, emit particles from the plane and use these as a fire source for fume - done

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                • #9
                  Thank you all!

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                  • #10
                    Originally posted by LarsSonparsson View Post
                    This might interest you. I think Allan is starting some tutorial session of explosion in tunnel or similar...

                    https://www.facebook.com/allanfmckay...5326809007158/
                    wow looks good

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                    • #11
                      decided to move sim with noise changing plane that emits fuel and lit the end of it and fire is trying to always catch up to the plane.

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                      • #12
                        Maybe you could adjust the Inertia under the Dynamic rollout in order to regulate this?
                        Svetlin Nikolov, Ex Phoenix team lead

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                        • #13
                          Originally posted by Svetlin.Nikolov View Post
                          Maybe you could adjust the Inertia under the Dynamic rollout in order to regulate this?
                          hi is it the internal force one?

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                          • #14
                            Yup, that's the one - renamed it to "Inertia" in the latest nightly, since a lot of people read it like "INITial forces"..
                            Svetlin Nikolov, Ex Phoenix team lead

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