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General => Image Sharing => Topic started by: Dune on January 04, 2011, 02:59:59 AM

Title: Mushroom
Post by: Dune on January 04, 2011, 02:59:59 AM
Playing with the cloud functions I came to build a nuke. Not with the functions though, but with a pile of simple shapes. It's basically one cloud (except the low dust wave coming at you). The problem is to get the clouds into the sharp billows, I haven't managed that yet. Took a long time, a lot of samples were needed, the cloud is 2200m high. I've never built these sharp bulbous clouds, so I don't know the best settings. And the cloud must be gray I'd think. Anyway, here's a first try.
Title: Re: Mushroom
Post by: Henry Blewer on January 04, 2011, 08:18:13 AM
The new cumulus cloud pack at NWDA has a very good example of the billowy cloud you are looking for. I learned quite a lot from picking apart Frank's clouds.
Title: Re: Mushroom
Post by: freelancah on January 04, 2011, 10:06:40 AM
Awesome. Best mushroom so far! :D
Title: Re: Mushroom
Post by: dhavalmistry on January 04, 2011, 11:39:22 AM
nice mushroom!! :D
Title: Re: Mushroom
Post by: DVA99 on January 05, 2011, 09:26:37 AM
Agree with all above, great mushroom cloud.

Title: Re: Mushroom
Post by: choronr on January 05, 2011, 05:00:05 PM
Looking good Ulco; and, with seeing the progress you make here.
Title: Re: Mushroom
Post by: Dune on January 06, 2011, 02:41:43 AM
I'm getting there, but I still need to find the solution for the perfect hard clouds that these blasts consist of. Two iterations, one with glow in the lights (noise!) and one without, and smaller stones. And I think I will have to use more cloud layers to get the upward thrust fuller.
Title: Re: Mushroom
Post by: dhavalmistry on January 06, 2011, 11:48:12 AM
you are on the right track.....keep it up!
Title: Re: Mushroom
Post by: Henry Blewer on January 06, 2011, 02:25:37 PM
I like the inner lighting. You used the new falloff function?
Title: Re: Mushroom
Post by: choronr on January 06, 2011, 04:04:18 PM
These new iterations display the nice progress you are making.
Title: Re: Mushroom
Post by: Dune on January 07, 2011, 03:27:10 AM
And another one.
@ Henry: No, it's very basic, just the fractal input, nothing with functions. They're light sources.
Title: Re: Mushroom
Post by: Zairyn Arsyn on January 07, 2011, 09:30:07 AM
whoa. lightning in mushroom clouds, looks serious.

lookin good, though would like to see a version with a more fiery/fireball type look to it.

Title: Re: Mushroom
Post by: Dune on January 08, 2011, 02:56:41 AM
This one's gone off 20 seconds ago, so all that remains is the cloud and lightning inside...
Title: Re: Mushroom
Post by: choronr on January 08, 2011, 11:51:48 AM
Off the subject Ulco; but, that figure in the foreground reminds me of the figure Schmeerlap (John) has in one of his scenes where it is looking on at the edge of a cliff. I think it was a photo of himself.
Title: Re: Mushroom
Post by: Dune on January 09, 2011, 04:08:59 AM
It's a nice figure, very rough but usable. He's phoning, hence the titles of the jpg's. Found him on the web as a simple .skp and converted the basic mesh, modified and textured it.
Title: Re: Mushroom
Post by: choronr on January 09, 2011, 03:58:02 PM
Quote from: Dune on January 09, 2011, 04:08:59 AM
It's a nice figure, very rough but usable. He's phoning, hence the titles of the jpg's. Found him on the web as a simple .skp and converted the basic mesh, modified and textured it.
Thanks Ulco. what I really need to do is take a break from TG2 and spend a lot of time learning how to make models - a deep subject; but worthy for anyone creating 3D images.
Title: Re: Mushroom
Post by: Dune on January 10, 2011, 03:17:15 AM
That's what I figured half a year ago (or maybe a bit longer) when I needed ancient barns and Henry and some other guys were so kind to give a helping hand and started me off doing modeling myself.
Title: Re: Mushroom
Post by: Henry Blewer on January 10, 2011, 09:27:26 AM
Actually, I think Ulco became frustrated with my models. I was using Blender, which is not very good for building anything that requires precise measurement. So he decided to do it himself. I am glad he did. He has become quite good. 8)
Title: Re: Mushroom
Post by: Dune on January 10, 2011, 10:58:36 AM
Mmm, it wasn't that bad, Henry. But thanks to you I began to like modeling.
Title: Re: Mushroom
Post by: Henry Blewer on January 10, 2011, 05:34:21 PM
I have noticed you used the longhouse  on occasion. :)
Title: Re: Mushroom
Post by: sjefen on January 10, 2011, 05:39:53 PM
I feel sorry for that man. Hehe
Keep working on this. It's very interesting  ;)

- Terje
Title: Re: Mushroom
Post by: Oshyan on January 11, 2011, 12:16:21 AM
Cool-looking stuff. Are you raytracing the atmosphere? I reckon it would help with the noise and render times on this cloud-heavy scene...

- Oshyan
Title: Re: Mushroom
Post by: Dune on January 11, 2011, 04:13:04 AM
Yes, I am. I still need to get the cloud quality just above 1 (with AA @ 4) to get rid of the grain. Clouds are 2000m high. In the following new setup I added a third cloud layer with very low quality, as 'ejaculating debris'. Inspired by multicolored clouds from the Icelandic volcano.
Title: Re: Mushroom
Post by: Henry Blewer on January 11, 2011, 08:01:18 AM
These are really looking good. On the newest iteration, the bomb should be sucking the debris into the immediate blast zone. So, there should be a ring being drawn into the blast center along the ground.
Title: Re: Mushroom
Post by: inkydigit on January 11, 2011, 09:44:02 AM
very creative cloud work....I like how these are looking....
Title: Re: Mushroom
Post by: Dune on January 11, 2011, 11:00:01 AM
QuoteSo, there should be a ring being drawn into the blast center along the ground.
What do you mean exactly? A circle (a few hundred meters) around the center of the blast where debris is sucked away towards the center of the blast? So no stones, no trees, etc in the immediate vicinity of the blast? I would say, a circle where the blast blew away (outwards) a lot of small detail...
I have been thinking about a circle of waves (small tsunami) in the water iteration, going outwards.
Title: Re: Mushroom
Post by: Henry Blewer on January 11, 2011, 03:32:34 PM
Here is an example from YouTube. http://www.youtube.com/watch?v=RqyBzXYZPoM
Title: Re: Mushroom
Post by: Dune on January 12, 2011, 03:33:50 AM
Interesting, Henry, thanks But this is best regarded as a volcano spouting, so a 'blast sucker' is out. The trouble I'm still having is to get these nice bulbous cloud formations where small billows grow out of big ones. Without any loose clouds. Like a cauliflower. I use a color adjust, upping the black (which helps), I use blenders and the final density control, but I'm not there yet.
Don't look at the terrain in the second (reduced) iteration. These have the nice black volcanic beaches I once saw in New Zealand.
Title: Re: Mushroom
Post by: Henry Blewer on January 12, 2011, 07:54:25 AM
Why not use more localized clouds? It should not be too hard to set up using the transform shader. Make the node group once, copy, paste, then hit the random button on the different cloud's density shader.
Title: Re: Mushroom
Post by: Dune on January 13, 2011, 03:09:20 AM
That's exactly what I do, but then with a series of simple shapes. The hard part remains to get a 'bubbling and boiling' cloud in one part, without loose strands. I also tried a setup with a perlin 3D and even voronoi cells and bias, and smooth step functions, inverse blenders, etc, but I'm getting fed up with trying. Up to something else. When the need arises, I'll dig the files up again.