Explosion Tutorial: Using Spawner, Fountain and DragBy: Anupam Das ![]() | ||||||||||||||||||||||||||||
| Requirements: | ||||||||||||||||||||||||||||
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Particle Storm 2.0 Pro, LightWave 5.5 or
higher.
Sample Content location: Tutorials/PStorm2/Explosion/ |
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| Basic Overview: | ||||||||||||||||||||||||||||
| In this tutorial, we will create a large explosion that happens in space. You may have seen this type of explosion in your favorite sci-fi TV shows like Babylon-5 or StarTrek Voyager. | ||||||||||||||||||||||||||||
| Initial setup: | ||||||||||||||||||||||||||||
| 1. Enter Particle Storm [Options/Generic Plugins/Particle Storm] 2. Start with a default project by pressing Clear. | ||||||||||||||||||||||||||||
| Required Particle Groups: | ||||||||||||||||||||||||||||
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For our space explosion we'll need three particle groups: ExplosionGroup: The core of the explosion SecondaryGroup: The fragments coming from the explosion SecondaryGroup_Trails: The particles used for the smoke trails left behind by the fragments. 1. Create an instance of a Particle Group. 2. Set the following parameters for the group:
3. Create another instance of a Particle Group. 4. Set the following parameters for the group:
5. Create a third instance of a Particle Group. 6. Set the following parameters for the group:
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| Turning off Recycling for all of the particles: | ||||||||||||||||||||||||||||
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1. Click on the Recycler instance 2. Deselect all affected particle groups. We will not need to recycle particles for this animation. | ||||||||||||||||||||||||||||
| Turning off Gravity. | ||||||||||||||||||||||||||||
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Since this is an explosion that occurs in space, we will not need any gravity in our environment. Right click on the default Gravity controller and delete it. Quick Tip: Instead of deleting controllers so they
don’t affect the simulation, you can right click on the
controller instance and choose to de-activate it instead. This way
you can re-activate and restore your settings any time you
want.
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| Creating the ExplosionGroup fountain: | ||||||||||||||||||||||||||||
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1. Click on fountain and use the following settings:
2. Hit play; notice the particles emitting in all directions. | ||||||||||||||||||||||||||||
| Creating Drag: | ||||||||||||||||||||||||||||
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1. Create an instance of Drag. 2. Set the following parameters:
This will introduce a little drag to the particles, which will slow them down and make them loose kinetic energy. Press play and you will see the difference. | ||||||||||||||||||||||||||||
| Adding a Death Wish: | ||||||||||||||||||||||||||||
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1. Create an instance of Death Wish 2. Set the following parameters:
We kill the particles based on their speed; namely, if they are going too slow (3 m/s) they start dying. Our particles will be completely opaque until they reach a speed of 3 meters per seconds. It will take an additional one second for the particles to slowly fade away as they die. We randomize the death of each particle by setting the Probability to 40%. 3. Play the animation. At this point, you should see what looks like a fairly realistic explosion with particles fading out as they lose energy. | ||||||||||||||||||||||||||||
| Adding the debris fountain: | ||||||||||||||||||||||||||||
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1. Create an instance of a fountain. 2. Set the following parameters:
3. Press play. You should see a few particles exploding from the center outward. If we think of these particles as debris chunks, our intent is clear. We'll want to have some kind of particle trail emitting from each of these particles. We'll use Spawner to do it. | ||||||||||||||||||||||||||||
| Creating the debris trails: | ||||||||||||||||||||||||||||
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1. Create an instance of Spawner 2. Set the following parameters:
What we've done is tell Particle Storm that we are to spawn particles from the debris chunks, and we'll use the particles in the group named SecondaryGroup_Trails. We'll spawn particles based on the debris age. Our settings from 0 to .5 seconds mean that the debris chunks will be emitting particles for 1/2 second and then will cease to spawn particles. 3. Pressing play, you should now observe a spectacular explosion with streams of particles shooting outward and a large inner explosion. 4. The project files for the explosion sequence can be found on the content directory for this tutorial.
The explosion sequence as viewed in the Preview window | ||||||||||||||||||||||||||||