Sebastian did a really fantastic job on this dust stuff! It's definitely a (if not the) key element in the spot.
Cheers and thanks again to Sebastian
Tim
Sebastian, I never thought I would hear myself say this, but that is
some sexy dust!   I see that you are not spawning or cloning anything
and the dust 'clump' with its own ID starts as is and its just the
gravity, drag and turbulence forces breaking it up. really nice
solution that works so well visually.  It would be really hard to get
that look any other way - ie with 'hero' geometry shedding more
particles as they shrink as you would still be able to track the
emitting ones.

there are some good hints for getting certain types of better dust in
this scene you provided so I wanted to thank you for sharing. it
appears crazy amounts and very little transparency is the key here , a
kind of 'brute force' approach that I usually would not consider and
try to approach with a volume shader or with Exocortex's Slipstream.

thanks for sharing!

best

Rob

On 7 January 2013 18:17, Sebastian Kowalski <l...@sekow.com> wrote:
here you go, thats one of the first prototypes I've made.
the whole system evolved a bit after the catrice project (had to reuse it on an 
other job), but the essential idea seems not to differ from vladimirs solution. 
(hope thats true, didn't had a look yet ;) )
you need to set a custom id value to each member of a cluster of points (clump 
id).
in that case all clumps have the same amount of points.

in that scene file its just a drag force, dissolving the clumps. when you need 
some more forces you have to use the position average of every clump, and apply 
the needed force from that.
i am gonna share the more "sophisticated" scenes too, just need to comment them 
a bit.

i should say that the initial idea came from tim borgmann, I've just 
implemented it in an icy way ;)

take care
sebastian




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