Author Topic: Pyroclastic smoke column  (Read 1949 times)

Offline Hannes

  • Terragen Alpha Tester (Win)
  • ***
  • Posts: 4218
Pyroclastic smoke column
« on: October 26, 2018, 09:32:18 AM »
A setup made up of twelve cloud puffs (localised cloud layers) with differently animated cloud fractal shaders. Nitpicking myself, if you look closely there's a visible (smooth) transition between the puffs.
Nevertheless I like it, but unfortunately it's quite useless unless the smoke source is exactly at 0,0,0.
So this is a good example for the need of grouping things and linking this group to a dummy, which can be positioned anywhere in the scene without having to type in different values for each item.
This would be an incredible improvement.

Offline luvsmuzik

  • Member
  • *
  • Posts: 2830
    • luvsmuzik 1995
Re: Pyroclastic smoke column
« Reply #1 on: October 26, 2018, 09:57:21 AM »
that is still pretty impressive!  :)

Offline Dune

  • Terragen Alpha Tester (Win)
  • ***
  • Posts: 14423
    • www.ulco-art.nl
Re: Pyroclastic smoke column
« Reply #2 on: October 26, 2018, 10:15:54 AM »
Quite incredible anyway!

Offline DocCharly65

  • Member
  • *
  • Posts: 2664
Re: Pyroclastic smoke column
« Reply #3 on: October 26, 2018, 11:21:21 AM »
Oh WOW!

Excellent animation - I could never get to work something like this!

Besides are these kinds of tgd's or tgc's I would pay money for on NWDA without reserve.
Some things are just too complicated for blue node-noobs like me.

Offline j meyer

  • Member
  • *
  • Posts: 2126
    • orkwarts
Re: Pyroclastic smoke column
« Reply #4 on: October 26, 2018, 04:50:12 PM »
Very promising.

Offline Oshyan

  • Planetside Staff
  • *
  • Posts: 12654
  • Holy snagging ducks!
Re: Pyroclastic smoke column
« Reply #5 on: October 26, 2018, 06:27:48 PM »
Doc, that's probably not even using blue nodes...

Hannes, object grouping/parenting/etc. is in the plans for upcoming development, this year or early next...

- Oshyan

Offline Hannes

  • Terragen Alpha Tester (Win)
  • ***
  • Posts: 4218
Re: Pyroclastic smoke column
« Reply #6 on: October 26, 2018, 08:43:44 PM »
No blue nodes, and Oshyan, I love to hear that!!!!
Testing some tornado stuff at the moment...

Offline dorianvan

  • Member
  • *
  • Posts: 380
    • Vandegrift Renderings
Re: Pyroclastic smoke column
« Reply #7 on: October 27, 2018, 03:12:15 AM »
it's quite useless unless the smoke source is exactly at 0,0,0.
I like it, but could you explain what you mean?
So the pillar could not travel or move positions?
-Dorian

Offline Hannes

  • Terragen Alpha Tester (Win)
  • ***
  • Posts: 4218
Re: Pyroclastic smoke column
« Reply #8 on: October 27, 2018, 07:30:27 AM »
it's quite useless unless the smoke source is exactly at 0,0,0.
I like it, but could you explain what you mean?
So the pillar could not travel or move positions?

Sorry, I did not make myself clear. Of course, the whole stuff could be anywhere, but it's useless (at the moment!!! See Oshyan's comment :)), because each and every cloud puff needs to be replaced by hand, and this is quite tedious.

Offline WASasquatch

  • Member
  • *
  • Posts: 3052
  • The Homeless Landscape Artist
Re: Pyroclastic smoke column
« Reply #9 on: October 27, 2018, 10:39:36 PM »
Wow that's really good so far, billows pretty nicely besids the small blank areas that transition in and out.
Art can be a window into the soul

Offline Hetzen

  • Terragen Alpha Tester (Win)
  • ***
  • Posts: 1646
Re: Pyroclastic smoke column
« Reply #10 on: October 28, 2018, 01:04:29 AM »
Great work Hannes. Love the 4d animation as well as the Y work.

There is possibly a simpler way, in which you define an inverted cone in one cloud layer, then modulate it's extents. ie altitude * scaler = x & z width mask. Maybe throw a little wind in there to shift x and z over altitude.

Offline Hannes

  • Terragen Alpha Tester (Win)
  • ***
  • Posts: 4218
Re: Pyroclastic smoke column
« Reply #11 on: October 28, 2018, 10:17:59 AM »
Great work Hannes. Love the 4d animation as well as the Y work.

There is possibly a simpler way, in which you define an inverted cone in one cloud layer, then modulate it's extents. ie altitude * scaler = x & z width mask. Maybe throw a little wind in there to shift x and z over altitude.

Thanks, Jon. I thought about that as well (in a much more simple way!!!  ;)). But I guess my way has some more control over the different areas. The upper cloud fractals are animated different (slower) than the lower ones. Also the size is larger in the upper areas.
Nevertheless thanks for the idea!!

Offline Hannes

  • Terragen Alpha Tester (Win)
  • ***
  • Posts: 4218
Re: Pyroclastic smoke column
« Reply #12 on: October 28, 2018, 10:32:25 AM »
Here's a twister. 24 cloud layers. All differently animated.
Now I wonder, if it's really possible to animate the fractals like this, when the source of the twister is not at the origin 0,0,0. I'll do a test.

Offline Dune

  • Terragen Alpha Tester (Win)
  • ***
  • Posts: 14423
    • www.ulco-art.nl
Re: Pyroclastic smoke column
« Reply #13 on: October 28, 2018, 11:04:39 AM »
Cool! I like the guy being swooped up  ;D

Offline Hannes

  • Terragen Alpha Tester (Win)
  • ***
  • Posts: 4218
Re: Pyroclastic smoke column
« Reply #14 on: October 28, 2018, 11:07:44 AM »
Cool! I like the guy being swooped up  ;D

Thanks Ulco.  :) I had the idea after 80 rendered frames, so it had to happen afterwards.

By the way, I just did some tests. You can move the puffs to another place, but "Move texture with clouds" has to be checked, otherwise the rotation of the fractal goes wild, because it's far away from the axis.

 

anything