Today I tried using a glass shader for the shockwave1, I was trying to achieve the refraction and transparent effect. Then Mr.Ron came, and so I ask him for help with the shockwave 1.
For the shockwave 1, the method used was to render the object separately and deform it in comp later on. This saves me the work and render time from trying to tweak the glass shader to achieve the similar effect.
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comp network |
The deform is made by having the image to deform (impactwave) connected to the left side of the input of the deform node and the deform plane (shockwave). This effect is then refined by using a blur node and bright node.
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w/o blur and bright node. |
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w/o blur. |
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Result. |
But when I render I realise there is a problem, the blur cause the edge to be rounded when the shockwave reaches the edge of the frame.
So I scaled up the frame of the shockwave hiding the flaw out of the frame. That would change the timing a little bit, but it's not that much of a difference.
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