Atomic Bomb Tutorial En
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Transcript of Atomic Bomb Tutorial En
Simplified tutorial: Massive explosion - Blender
Fweibel.com 1/12 ©2008 Fweibel
Atomic bomb with Blender!
New version!
Previous version:
Simplified tutorial: Massive explosion - Blender
Fweibel.com 2/12 ©2008 Fweibel
Introduction This article was created for people who are interested in creating virtual special
effects with blender.
This is the 2nd tutorial I wrote about this subject. This one has been simplified.
Anyway, it requires some basis with blender…
Global method This technique I developed to simulate a massive explosion mainly uses the
displace modifier:
Raw meshes objects (without displacement)
Meshes objects (with displacement and subsurf level 4)
Fireball
ColumnTop
Column
Shockwave
Simplified tutorial: Massive explosion - Blender
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Massive explosion smoke dynamics
This picture shows the global dynamic of gazes produced by nuclear fission:
Warm burning gases rises and cool down with the altitude, which creates this
rolling effect on the fireball
To simulate this, we’ll use 3 empty’s which will be uses for displaced texture’s
coords.
« Empty’s » for texture’s animations
Adjust their size to obtain the best looking result when the modifiers have been
added (see below)
« Up »
« Fix »
« Down »
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IPOs: « Up » « Down »
Textures used for displacement
“Displ 1”
Large noise, this texture will be used to change the global aspect of each
mesh objects.
“Displ 2”
“Displ 3”
Small noise, for more details…
Simplified tutorial: Massive explosion - Blender
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Meshes: Shockwave
Animation
IPO keys (scale): Frame 100 : X,Y,Z = 0.0
Frame 500 : X, Y = 2.0 ; Z = 1.5
Modifiers
The shape of the curves are important, it
will give the damping effect : Quick
growth at the begining, then slowing
down
Note : Shockwave grew less in height
than in width
1st deformation level:
Make the global shape of the object
changes
2nd deformation level:
More detailed. I used vertex groups to
randomize the displacement level over
the object’s surface.
3rd deformation level:
Also use of vertex groups
Subsurf : Here you can change the level
of details.
High values will increase the render time
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Mesh : Column
Animation
IPO keys (scale) : Frame 100 : X,Y,Z = 0.0
Frame 500 : X,Y,Z = 1.2
Modifiers
This will give the sensation that hot gases
are rising up…
Curve of Z axis is different. You’ll need to
adjust it depending of the rising speed
of the fireball object
Simplified tutorial: Massive explosion - Blender
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Mesh : ColumnTop
Animation
IPO keys (scale) : Frame 100 : X,Y,Z = 0.0
Frame 500 : X,Y,Z = 1.5
IPO keys (loc) : Frame 100 : Z = 0.0
Frame 500 : Z= 10.0
Modifiers
Z loc, to make the object rising
Simplified tutorial: Massive explosion - Blender
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Mesh : Fireball
Animation
IPO keys (scale) : Same than the previous object
IPO keys (loc) : Same than the previous object
Modifiers
Important : For the « rolling » gases effect
Same IPO block than the ColumnTop
object
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Materials :
Here we are going to see how to create the burning in the core of the fireball.
For this we’ll use 4 times ONE texture which will react to the lighting of 4 lamps.
Each texture will be linked to one lamp.
Creating the 4 lamps
Add 4 lamps (renamed to “FireBallL 1,2,3,4”) and linked them to the object
fireball (parent)
Lamp settings:
Place the lamps randomly in the
fireball.
Simplified tutorial: Massive explosion - Blender
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Material
It will be used for shockwave, column, columnTop and fireball (actually, every
objects…)
Texture
Assign 4 times this texture to the material (in 4 different channels)
Every texture will have a linked lamp :
Tex in channel 1: FIreBallL1, Tex in channel 1: FireBallL2, Tex in channel 1:
FireBallL3, Tex in channel 1: FireBallL4
Activate « Emit » and « TransLu ».
Add an IPO curve for th lamp’s power
(combustion attenuates)
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Halos First, put the 3d cursor on the fireball. Then add 4 spots.
For each one, add a constraint “track to”, to direct them to the active
camera:
The glare comes mainly from the fireball, this is why the spots must be parented
to the object “fireball”.
Spots settings
Add an IPO curve the control the spot size (for the attenuation)
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Conclusion Thanks for following this tutorial! I hope it was useful.
Visit my web site http://www.fweibel.com
My youtube channel: http://www.youtube.com/faweil