Thursday 24 November 2011

New techniques - Particle systems - Fireworks + stars - All details


Create sphere


Increase in size to envelop scene


Flip normals


Create - geometry - Particle systems - PFsource - drag out icon


Highlight icon - Open particle view - creating icon automatically creates default particle system with default settings + default functions

PF Source - Render (geometry) - wil create geometry which is renderable
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Birth - Method of renderable particle creation (how much / timeline)
Position - Choose where emission of particle starts from
Speed - Induce velocity onto particles
Rotation - Induce different forms of rotation onto particles
Shape - Choose shape + size of renderable particles
Display - for processing purposes choose how particles are displayed in working viewport

((Began with creating static particles positioned over emitter surface (as shown below)))
((Use this method to quickly check system is operating correctly))


Change birth start + stop times to 0 - equates to static system which doesn't begin or end


Change position by clicking add + selecting sphere - location surface - will spread stars over entire surface (randomly if selected)


Remove unnecessary components (right click and delete)
Determine shape and size to create particles that can appear as stars
(Next slide shows display options - mat require to enter first to be able to view changes)


In display set to geometry to allow geometry to be viewed in viewport


Add material static (click and drag from bottom menu) - to assign material at later date


Select sphere - shift drag outscale - create copy sphere


Hide sphere connected to particle system - stars will remain in position without sphere


FIREWORKS

Create PFsource


Direction can be changed in Particle view menu
I prefer to rotate icon
Rotate icon 180' to point vertically up


Enter particle view


Function figures differ greatly depending on scene size - units etc therefore functions will be described not actual figures but generalisation for my use

Particle system created then blogged to account for blogging mistakes
To see particle system working (i.e. as shown) TIMELINE must be scrubbed or activated (play) otherwise nothing can be seen - this particle system is time dependant to function - not a static system as before

Birth - very small number (1) amount - birth rate - small amount of time (few frames)


Position - generate from icon centre (Inherit emitter - pivot)


Speed - generate velocity (along icon arrow)


Display - as geometry - 100% visible
Turn off shape modifier via right click
This geometry is the initial particle - this is only required as a guide for spawn particles (described next in the blog)


Drag spawn tool onto bottom of event one until see blue line (indicating integration)


Spawn tool has connection node - idea is to setup spawn conditions on spawn tool
The resulting particles created from this can be assigned there own shape, size, material, display options as required. These options are attached via the node as not to clash with initial event - add tools as required to separate event - attach node via click n drag


In this example applied
Shape - define shape + size
Material static - too apply material at later date
Display - to show geometry (ALWAYS DIRECTLY AFTER MATERIALS to work without errors)
Delete - Determines lifespan of particles so only visible for certain time span
Scale - to alter particle size over time


Delete - particles required to spawn over time but not infinitely to create tail effect set appropriate lifespan + large variability to allow for gradual decay not clear finite rate


Scale - allows to show effect of gradually tailing off i.e. particles get smaller the longer they live as fireworks particle brightness dims as pieces fall away 


Create - Space warps - Forces - Vortex
Drag out icon
Shift + A align to particle system
Add force tool - enter by highlighting - add - select vortex icon


With vortex highlighted enter right hand menu and adjust figures


Aiming to create light spiral of tail


Velocity, delete and other functions may require alterations due to vortex's influence  


Applied age test onto event - created new event with delete (display is added)
This allows setup for final lifespan of "firework" - use delete to set height of firework


At height of firework create new particle PFsource (place emitter icon in position)


Particle view - very similar setup to previous particle system with minor differences
Can highlight and shift copy events then adjust accordingly

1. Birth - multiple particles instead of 1 - still very short birth time
2. Speed - velocity in random directions
3. adjust figures relating to size - shape + tail length as required
4. adjust figures relating to timeline and animation as required


Geometry - Space warps - forces - gravity - drag out icon - shift + a - align with particle system icon
Add force tool in particle view - (only required in event 1 and will effect corresponding events)


Add to forces list the gravity force - select add, highlight gravity force
Adjust gravity strength to make particles realistically "droop"


Increase birth amount once all settings are correct


Unhide guild hall


Run particle systems


Re-scaling and positioning required to fit will guide hall


Vortex effect may require additional tweaking due to being effected by multiple settings


Select particle icons + forces for fireworks (not stars) - hold shift - drag to copy (not instant)
This will create new renderable events in particle view menu however events will require copying and attaching
Running these new copied systems will result in errors as shown due to cross linking i.e. 2 particle system events on same force etc


Separate forces + any crossing data by simply deleting and reapplying according to requirements


Now work with new fire work i.e. reposition emission icon - change size - birth time, shape size of tail so fireworks are not identical


Check visualisation with building


repeat process for third firework






Stars wasted underneath - Highlight bottom half of sphere polygons - remove


Particle system will automatically correct to new surface


Decided to trim hemisphere further to restrict stars to upper sky


Create basic material - Self illuminate 100% pure white
Open particle view menu - select appropriate material tool
Drag material node onto material selection box - create instance link



Create separate materials and apply where necessary


Screen shot shows organised Particle view
Renamed - events
Organised positions for each firework - paired launches and explosions


Test rendering


Apply materials as required
Mateial placed above due to being linked to material below - being place on same particle system


Turned on initial geometry display and applied material resulting in orange head followed by white tail



MATERIAL OVERRIDE
[did not separate because material override example directly involves fireworks]

Create plane grey material - open render setup - processing - turn on material override - apply grey material
All materials in scene are replaced with grey material - this allows for lighting to be view clearly with shadows without distractions - processing can also be considerably quicker



Run render tests (example is blue due to blue light source in scene)


Apply render tests to inside swell


Render testing revealed - fireworks are casting shadows on night sky



Executed video render test to check occurrence


Problem persists with all 3 fireworks through sequence


Highlight sky - right click - object properties - turn off receive shadows


Upon video test discovered third firework extra geometry (coloured main spawn geometry) did not end as intended (infinite lifespan) - added age test + delete (with display link)


Tested again


adjust figures to obtain desired results


Attempted to change geometry to 2d shapes on firework launch to decrease render time and improve quality shape facing tool instead of shape - all particles are now 2d squares - since always facing camera will never see angled or back of geometry squares only perpendicular view.
aligned with camera in scene


Applied to al fireworks to test


Run though sequence


Render - geometry appears as squares (as desired


Begin building materials - aim is to convert geometry shape to circles via materials


Created circular map with noise - applied to diffuse, opacity, bump (maps)


Render scene to look for differences in render outcome


Attempted to improve result as much as possible


Fireworks became too dull for scene



 desired results unattainable within time frame - decided to revert to shape (particle view modifier tool too show full selected geometry shapes)





Lens effects

To improve firework appearance - apply lens effect to firework particle system materials
Effects - Add - lens effects - move across glow - adjust parameters to gain desired size and intensity - apply to material ID - 100% colour
Render to view - turn on live interaction - allows for adjustments of effects and direct feedback (live changes) from render window



Same process except Star effect rather then glow - compared render tests - chose to use star effect
Render times will increase however appearance will be vastly improved - since particles spawn and overlap - individual star effects will allow for twinkle result


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