Hi Neusch,
a technique that is often used in videogames is a mix of particle
systems and animated sprites/texture.
Usually you start by rendering an animated explosion using Maya or 3D
Studio then the animation is exported as a set of textures which will
be used later. In your simulation your explosion will be a billboard
whose texture is animated using the previously rendered textures. To
achieve a more realistic effect then you add one or more particle
systems that simulate debris scattered around with its smoke trail and
maybe a couple of small polygonal objects projected away from the
explosion.
By adding more animated billboards symultaneously with different
pre-rendered explosions you can achieve quite impressive effects. Of
course the final result of this technique depends on the skill of your
Maya/3D Studio/Blender modeller.

A variant of this technique is to procedurally generate your animated
texture, you could start from a noise function or game-of-like kind of
function or a more physically correct algorithm that simulates fire.

You might also be interested in the "Vulcan" Demo by Hubert Nguyen
from NVIDIA: http://http.developer.nvidia.com/GPUGems/gpugems_ch06.html

Regards,
Michele

On Wed, May 28, 2008 at 2:40 PM, Neusch, Dominik, SDGE1
<[EMAIL PROTECTED]> wrote:
> Hi,
>
>
>
> I am just programming a special effects module that uses OpenSceneGraph.
> What I need is an explosion or explosion effect that looks as good and
> realistic as possible. First thing I tried was the
> osgParticle::ExplosionEffect. Its ok, but I need something that looks like
> the explosion on the image that I have attached to this mail.
>
> Next thing I tried was the Delta3D Particle Editor. The result was much
> better, but still not enough. It is very difficult to add fragments to the
> explosion that fly away with a smoke trail behind. For example is it not
> possible to add an emitter to the fragment.
>
> I also tried the OSG Exporter for 3ds max. But the exporter only exports
> spray and snow particle systems, and in my opinion it is not possible to
> design good looking explosions with that two particle systems. Furthermore
> the two particle systems were not exported correctly, so I gave it up.
>
> Is there another possibility to create realistic explosion effects with OSG?
> Or did somebody have success in exporting an explosion from 3ds max to OSG?
>
>
>
> Any ideas?
>
>
>
> Thanks,
>
>
>
> Dominic Neusch
>
>
>
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