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2. XSI 7 ICE : Flaming Arrows Part 2
1 year ago
this isn't much of a demonstration but more of a peek at how one would render using the new volume shaders. also more on spawning using multiple particle clouds

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21 Likes

  • Steven Caron 1 year ago
    anyone else getting a message stating "this video no longer exists"?
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  • alonezhby 1 year ago
    cant see it.
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  • Steven Caron 1 year ago
    seems to be an issue on vimeo's side, we will see what they can do to fix it.
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  • Martin Matzeder 1 year ago
    I had the same issue with a video of Bradley Gabe, too. Some hours later it worked again.
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  • raonull conover 1 year ago
    I would like to see the arrows impact a target. Is there a way for the user to define the size of the particle so it can compensate for the instance? Therefore to fake actual shape collission with the target and have the arrows penetrate it with a user defined range for random depth? Idea stolen from a Houdini tutorial.
  • Steven Caron 1 year ago
    i can make them hit a target just fine, simple enough i wasn't going to do a video on it. now a better idea is a video that shows arrows being deflected at an angle threshold then bouncing off. unfortunately we dont have actual shape collisions of the instances so having them collide with the ground properly wouldn't work.
  • Steven Caron 1 year ago
    BTW all of this was inspired by a colleague of mine, brandon riza, an amazing fx artist who has done everything i have shown before and better than i have done. these demonstrations i hope illustrated how easy it is to do what used to be near impossible for the average user in the legacy system. there is nothing here that most other modern systems can't do already :)

    look for warhammer : rnd : arrowflocking...
    brandonriza.com/3DVisualEffects/HTML/3DVisualEffects.htm
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  • mohdvfx 1 year ago
    awesome! looking for ICE to play around the walls
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  • raonull conover 1 year ago
    Looking at Houdini tutorial again-I think it still used the particle collision. But you could offset (say translate) the instance from its host particle. So simply offsetting the arrow in the direction they aligned to created the 'look' of penetration. So is there any control for particle instance offsets in ICE?
    How about rb particles-could they use the arrow to do actual shape?
  • Steven Caron 1 year ago
    i haven't seen any way to control the offset of the instance from the particle center, but that doesn't mean its impossible.

    i already mentioned actual shape collision of the instances isn't in the first release. the arrows would be approximated by spheres and wouldn't look right for arrows.
  • Steven Caron 1 year ago
    i was playing around with instance shapes today and noticed that it doesn't seem to use "sphere" primitive for RBD collisions on objects that are long and narrow. it looks like it actually used bounding box like it should. my initial tests proved otherwise and the documentation says its approximated with a sphere too. so i might revisit this with RBD collisions on the ground
  • junki the junkie 1 year ago
    Yeah, the manual says it uses approximated sphere but obviously it's bounding box, not bounding sphere. I think what manual says is wrong.

    But we need 'actual shape mode' anyway :D


    Great videos, I've seem them countless times.
    Thank you, Steven.
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  • andrew pashkov 1 year ago
    Steven, thanks for the tutorials!
    I noticed that smoke particles start spawning from the whole arrows - is there a way to offset spawning to the end of the arrows?
    Also, I am trying to get information of the alpha channel of the certain texture in render tree into ice on per particle basis - is there a way?
  • Steven Caron 1 year ago
    you can offset the location of the smoke particles, you should be able to get the 'emitlocation' attribute, then the position, modify it, and set it back all on the execute on trigger port. if not you should be able to do it right after wards in the smoke particles graph... but why would you do that? flaming arrows are flaming because their tips are on fire, not the tail end of them.

    in order to get the alpha channel from that image as a per particle attribute you will need to do some type of closest location qeury
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  • John Paul Francisco 9 months ago
    wow thats amazing thanks for the tutorial man
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