04-04-2007, 04:58 PM
ari and i did as far as i know.. i did storms for dongeon scieges and he did some cool convection big scale smoke for some discovry channel stuffs..
The key is really part 1 the scale of the grid( dimension) .. You will need some 2000 *2000*2000 In Object dimension for the grid ( dosnt means 2000 Cubic Resolution ..) .. FFx should react betterly..
For the particle Aproach , you will need to substep the Master Dynamic .. and Add some Substep in the FFx Computation..
What i also suggest , as i tried once and it turned out looking bad ass , is make an Animated object that sprays ( matterwaves) the particles with some angle of variation that follows the Side of your Mountain surface with the speed you need and etc.. for easy control ..
Then Get fume to shade those particles and get some rules of spawning based on bounces and spawn strenght ( amount ) based on impact velocity with the avalanche surface..
Separate your setup in multiple Groups so that you can load them independantly in separated FFxparticles Sources and create Different , Small , but Alot of them , amount of FFx Sources..Make the FFx Sources Grow at the Right moment Over time based on the Particle Age ..
A Suggestion in the FFx Setup is use ALOT of Gravity till you get that rolling pushing look out of it .. Also i would kill the density from the Particles Sources and instead of relieing on signle source to create a Big collumn of fume , i would use alot of particles That inter pass each others where you kill the Density over Age but Not killing the Velocitys so even if the particles isnt dead yet , it still pushes velocity in the solution to strea it up toward the flow before it dies .. it will give you , when used with lots of sources , a Big scale look that you should like if well tweeked..
I also think that because of the Pyroclastic look needed you will eventually need a Pass of AB or PYro for the Ambiance filler etc..
The key is really part 1 the scale of the grid( dimension) .. You will need some 2000 *2000*2000 In Object dimension for the grid ( dosnt means 2000 Cubic Resolution ..) .. FFx should react betterly..
For the particle Aproach , you will need to substep the Master Dynamic .. and Add some Substep in the FFx Computation..
What i also suggest , as i tried once and it turned out looking bad ass , is make an Animated object that sprays ( matterwaves) the particles with some angle of variation that follows the Side of your Mountain surface with the speed you need and etc.. for easy control ..
Then Get fume to shade those particles and get some rules of spawning based on bounces and spawn strenght ( amount ) based on impact velocity with the avalanche surface..
Separate your setup in multiple Groups so that you can load them independantly in separated FFxparticles Sources and create Different , Small , but Alot of them , amount of FFx Sources..Make the FFx Sources Grow at the Right moment Over time based on the Particle Age ..
A Suggestion in the FFx Setup is use ALOT of Gravity till you get that rolling pushing look out of it .. Also i would kill the density from the Particles Sources and instead of relieing on signle source to create a Big collumn of fume , i would use alot of particles That inter pass each others where you kill the Density over Age but Not killing the Velocitys so even if the particles isnt dead yet , it still pushes velocity in the solution to strea it up toward the flow before it dies .. it will give you , when used with lots of sources , a Big scale look that you should like if well tweeked..
I also think that because of the Pyroclastic look needed you will eventually need a Pass of AB or PYro for the Ambiance filler etc..
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