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 > > > > ____________________________________________ > Dominic Neusch > Diplomand > > EADS > Defence & Security > System Design Center Germany - SDGE1 > 88039 Friedrichshafen - Deutschland > Telephone: +49 (0) 7545 8-2686 > Fax: +49 (0) 7545 8-9630 > Email: mailto:[EMAIL PROTECTED] > > www.eads.com > > EADS Deutschland GmbH > Registered Office: Ottobrunn > District Court of Munich HRB 107 648 > Chairman of the Supervisory Board: Dr. Thomas Enders > Managing Directors: Dr. Stefan Zoller (chairman), Michael Hecht > > This E-mail and any attachment(s) to it are for the addressee's use only. > It is strictly confidential and may contain legally privileged information. > No confidentiality or privilege is waived or lost by any mistransmission. > If you are not the intended addressee, then please delete it from your > system and notify the sender immediateley. You are hereby notified that any > use, > disclosure, copying or any action taken in reliance on it is strictly > prohibited and may be unlawful. - Thank you. > > Before printing this e-mail, think about our environmental responsibility > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

