For yesterday and today I returned to impact wave. Previously my RND and testing was in non-commercial and wasn't to scale. So I reference back from the old files and redid them in the commercialized version and also added the reference scale in to have the proportions right.
Firstly I plan on how to improvise my effect. Previously I thought of having my impact wave to be just a pressurised air, meaning to have it low in opacity but thicker in density. But since I have 2 more months of working period I thought why not render hard. I began referencing more on impact wave and saw "The Hurt Locker" explosion scene where pebbles float not because of the blast but instead the impact wave.
EPIC EXPLOSION SCENE
So time to walk the walk!
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Impact wave body. |
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Impact wave network |
So this is where I last tested the effect.
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Debris Network |
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Derbis |
I replaced the particles with platonic solid to represent it as rocks.
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rock network |
I also used platonic solid as a substitute for the high resolution rock to save tremendous working time. And created a switch to have an option. May taught me how to make the rock by using mountain node, so many thanks to her! Mr. Ron taught me how to use the copy node. With that I checked on tutorials to have a randomise scale for each rock. Using the same expression I used it for the offset of the rocks so that every rock will have a different shape.
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Rocks |
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with sprites. |
Hello, I like your impact wave effect. It's really cool. And I think you did a really good job with your sprites. Like how you randomize the scale with expressions :) Keep up the good work !
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ReplyDeletehey thanks!! Your sprites are looking good as well!
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