Specialises in simulating natural phenomenon such as water, destruction, dust, smoke and fire using CG particle, fluids and general dynamics. - RSS feed
In the previous blog post, I talked about creating circular motion.
Here is my test. I basically created a circle that emits particles, and have added more expressions to get the shape and motion.
However, with this method it may be difficult to adjust/animate the shape if a director wants a tornado shape at a chosen frame.
sin(time) in x multiplied by cos(time) in z will give a circular motion in 3D.
This technique can be very useful for making a tornado type of fx to get the circular motion.
This is the wallfall I attempted a while ago.. I will keep working on it. This one was rendered in hardware and with no self-shadowing. 160000 particles.. took about 6 hours to render.