Kixum opened this issue on Sep 21, 2010 · 3 posts
Kixum posted Tue, 21 September 2010 at 8:42 AM

1.) My experience might be interesting for some to see what kinds of things happened during the development of the image.
2.) I would like feedback on what I could try to get it better.
I think these issues are big enough to have a separate thread for each so I have broken this up into separate threads with images and text to support each issue.
I am happy for any and all feedback!
Thanks!
Smoke
What worked.
Nothing
What didn't Work.
Everything.
What I tried.
I wanted to simulate the ring shaped dust cloud from the jet wash off the rocket blast.
What I ended up with was a ring using a weirded shaped sphere and a surface replicator and then set the blur option.
I also tried to do this with every cloud I own or have . So I tried this with volumetric clouds, 4D clouds, regular clouds and primivol clouds. Nothing worked. I wanted a dense puffy variant ring shaped cloud bank. I did not try a particle generator using spheres. That's a maybe option I can consider. I also tried two rings with two different sized objects replicated on it. So so results (still crummy really).
I also tried a few fog options, zip on results.
What I learned.
Clouds suck for this type of application.
The volumetric clouds that C provides would have been really cool but they just fade into zip when you make them small. I think they're really designed to be applied in a big space (the volumetricness wasn't something I could figure out how to control). This was a major disappointment given that I think Volumetric clouds are generally exactly what I wanted but alas, I couldn't get a teeny one (at least I couldn't figure it out).
The primivol clouds were also a reasonable option except that when you stack a gob of them together, they cancel each other out and the only thing that renders is just the parts that don't overlap (not good).
The blur option has a lot of possibilities IF it had better control of the falloff. Also, post render effects are always a big problem as they interfere with each other when something is behind another something so it's just not a reasonable deal that works very well. It's clumsy and messy. I guess I could have used some kind of splat on a particle generator. That maybe has possibilities.
Let's face it, what I want is a true volumetric puffy dense ring shaped cloud bank. I don't know how to do it with what's available in C today. I look at other packages and they seem to pull this off with fluid types of models. Hmmmmmm.
-Kix