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
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