Announcement

Collapse
No announcement yet.

dust and debris in animation

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • dust and debris in animation

    this question is not directly related to vray, but how would you guys go about creating dust and falling debris in relation to a falling object hitting the ground. is it easily created in 3ds max? or do i need 3rd party software like Combustion or who knows what else...?
    i hope this makes any sense.
    soory but i do not have ready available examples.

    cheers
    Greg
    DON'T LET SCHOOL INTERFERE WITH YOUR EDUCATION / www.ds4arch.com /

  • #2
    dust and debris sounds like PFlow + Afterburn to me...works great with a bit of getting into it.

    Regards,
    Thorsten

    Comment


    • #3
      check out Pete Drapers website - great guy, great tutorials, best max book ever

      http://www.3d-palace.com/xenomorphic...sh_landing.htm
      http://www.3d-palace.com/xenomorphic...et_impacts.htm

      Olli
      www.short-cuts.de

      Comment


      • #4
        thank you gents,
        i think i will play around with Pete Drapers examples, it seems to be the best option at this time / and cheapest hehe/

        thanks again
        DON'T LET SCHOOL INTERFERE WITH YOUR EDUCATION / www.ds4arch.com /

        Comment


        • #5
          For dust and debris you can also try the smoke this script in blurs script pack - it'll use facing particles mapped with a radial gradient and noise which is good enough for softer looking noise. Make yourself a pflow system and maybe ten different types of broken looking brick and rock shapes aand you cn either group or parent these together. Pflows shape instance operator will randomly choose one of the objects to use as a particle so you get lots of variation. Make a main event with these particles dropping down, and then a planar deflector for when they hit the ground - have a collision spawn event so that when the main particles hit the ground, they get deleted but spawn five smaller particles using the same broken brick shapes - it'll look like the parts are hitting the ground and shattering. Back to the first dropping particles and use the spawn event - you can let the main bits spawn trails as they move and use smoky facing particles for them so it looks like they're leaving dust trails as they drop.

          Comment


          • #6
            thank you John,
            that was well explained, i will try and follow your instructions, thanks again
            DON'T LET SCHOOL INTERFERE WITH YOUR EDUCATION / www.ds4arch.com /

            Comment

            Working...
            X