I tried to do the impact wave. From what I learn from previous tutorials I learnt that shape can be given to a particle by linking it with a geometry.
First I created a sphere then link it to a particle node, changed the primitive to polygon. Then I realise it sticks around to the surface points of the spheres. So I added velocity and changed its normal, $VX to $NX. The particles are now shooting outwards. This is another way to do a emitter.
So instead of the sphere I created a grid. Increased the sub-divisions and scale. and did the same. Now it looked like water fountains, shooting a rows of water one at a time. I realise in the tornado tutorial they added sort node in between the geometry and the point and change to randomise. This changes the number sequence and therefore the particle emit at different timings. So I went around to tweak and found out that there was a "Proximity to Point". This allows the sequence to be from centre to the outwards. This created a ripple effect.
I also found a node which change the particle system to modify source geometry. Which allows the effect to be seen on the original geometry.
Row by Row.
Proximity to point
Modify Source Geometry
Ripple impact wave
Final Outcome
I got the shape halfway there yet it still needs more tweaking. An inflation of a balloon can also be done by this method.
Tomorrow I will continue on with the tornado tutorial hopefully finish it. It will be about Sprite Rendering and Basic Shaders.
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