Fire (HyperVoxel like) One day....... a boy at work told me: You can't make a realistic fire in xsi without using Hypervoxel. Really??! Look here!
Step 1 Press 4........ In Simulate Toolbar select Create>Explosion>From Cylinder Scale the emitter (Cylinder) |
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Now select Particles and choose Get>Force>Gravity Select Particles once more and press Alt+Enter Deactivate Sparks and Smoke |
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Go to Emission Tab Here you can set rate and velocity of particle and Structure Insert the following values: Emission Speed 1 Structure Life 2 Particle and Structure Rate 45.............decrease this value for decrease rendering time Buoyancy 0,5 var 0,1 (force against Gravity) |
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In Flame Structure Tab: Evolution Time at 8,5 or 9 Set Vorticity to 12 with a variance of 30 Vorticity is used to create vortices in particles movements. For explosion effects set a higher value Decrease the Spread to 0,5 and the Smoothing to 0,5 Ok....simulation settings are finished, now we can adjust the shader |
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Step 2 Select Particles again and go to Modify>Shader Into General tab you can find RaySteps: this value fixes how accurate shader will be. The default value is 30 and if you don't want to wait too long for the rendering, just don't exceed this value. Try with a value of 20\25, the results are good and rendering time isn't that high Please note that with lower values like 10 or less the simulation jerks along Now go to Flame tab Set Emission intensity to 1,3 and select ''Virus'' as turbolence Pattern Set Itineration to 3 and Decrease Scale to 0,2\0,3 Scale Value settles how little and detailed the Pattern will be In order to have best results, use a lower value with Virus Pattern Launch a 100Fps rendering to see the animation If you settled everything the right way, you will have a fair blaze! Click Here to see the Animation(200k)
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As you can see, there are lots of parameters: you can create different kinds of Fire by modifying these values. This tutorial is meant to be the beginning of Explosion Shader exploration. |
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