06 January 2014

Fume FX Mortar Explosion RnD


So I Got inspired by The Mortar Explosions in Stalingrad (2013 Movie) and Operation King fish by Playfight VFX. Using 3 Emitters, One Thin Trails, One Thicker Trails and One Fireball Emitter. The Trails are made with PFlow using the Spawn operator, the thin trails use only a small bit of inherited speed whereas the thicker trails use around 30-40 inherited speed. Colours are Cached in the Fume FX Grid which enables each Particle Source to have its own smoke Colour.

 The Thin Trails Are White/Grey, The Thicker Trails are have a Dirt Colour and the Fireball smoke which is based on Temp Emission is Dark Grey. I had a really hard time with the Trails looking bubbly not just when they stop but the trail its self looks like loads of circles, best way to over come this was using Turbulence that only lasts a few frames that just messes the trails up a little bit to hide the particle emission, also messing with the Radius of the Particle Source and the Amount and Lifespan of The particles. These Trails Spawn and then get deleted in 4 frames with a small variation value.



I discovered key framing the Time scale Value so that the initial blast is really fast and then the explosion slows down.  See Settings down below.


Note These Settings are just the foundations, the real settings you need to be playing with are the particles themselves.


Thanks For Looking!

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