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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Volumetric Explosions by Morgantao
http://filterforge.com/filters/10489.html

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Great!! and very well done. Thanks for adding this to the explosion filter collection and so we have more destructive power (graphically speaking smile;) ) and combine them in different ways.

http://filterforge.com/filters/4965.html

http://filterforge.com/filters/2654.html

http://filterforge.com/filters/4638.html

ALSO this could be like a water explosion if you change the hues to blue
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Morgantao
Can't script

Posts: 2185
Filters: 20
BTW, the last two presets are the same explosion, with only the Decay control changed. smile;)
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Ghislaine
Ghislaine

Posts: 3142
Filters: 270
Nice filter Morgantao smile:)
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Indigo Ray
Adam

Posts: 1442
Filters: 82
So cool! smile8) Err...I mean hot!
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Totte
Übernerd

Posts: 1460
Filters: 107
Running this through the batchrunner, must try that smile;-)
- I never expected the Spanish inquisition
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Morgantao
Can't script

Posts: 2185
Filters: 20
Thanks for the complements everybody! smile:)

Totte, in some cases you can get a cool blast animation with just increasing the Decay from 0 to 100. I suggest you test it on 0 and on 100, and see if Decay 0 is mostly yellow and Decay 100 is all black.
I might even post an animated gif, if I figure out how to batch 100 frames each with a Decay++.
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Carl
c r v a

Posts: 7289
Filters: 82
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Morgantao
Can't script

Posts: 2185
Filters: 20
Here's my lame attempt at animating the explosion...
It's supposed to be a high frame rate, but for some reason I can't save it with more than 24 FPS smile:(

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futuremotion
Starving Artist
Posts: 10
Filters: 5
Hey Morgantao, nice filter! Really love all the detail in the flames, especially as the decay starts approaching 100.

I'm going to have to jump in and see what's under the hood!
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Morgantao
Can't script

Posts: 2185
Filters: 20
Not much actually smile:D
For anyone who wants to know but is intimidated by the editor, here's how it works:
I have a bunch of perlin noise modules blended togather with overlay mode. Then I use a gradient map with a 5 color gradient (Black, 2 Yellows, Orange, White) to give it the color.
All the rest is just to add some more detail into the texture.
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Again I want to congratulate you for this great and explosively amazing filter!!

You can ALSO make many of this round explosions and JOIN them together to make bigger explosions of other sizes, and other shapes, as mixing 4 you could have a square and with 6 a rectangular style.

Also you could mix this with many other resources you may have and have even better explosions.
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Morgantao
Can't script

Posts: 2185
Filters: 20
Just a note on the filter, if you use it on a 5:1 aspect ratio image, you get 5 different looking explosions.
So if you need, let's say 10 different explosions, all with the same settings, just make a new image, 1000x10000 pixels (or 10000x1000) for example, and get 10 explosions in a row.

Also, I just updated the filter, so now if you get weird black spots on the explosion, just set the Smoke Amount slider to 0.

If you're creating animations, I suggest you start with Smoke and Decay at 0, and for every 10 decay or so you add, increase the smoke by 1 or 2.
When there's alot of dark areas on the explosion, you can start increasing the smoke by more than 2.
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Quote
Morgantao wrote:
So if you need, let's say 10 different explosions, all with the same settings, just make a new image, 1000x10000 pixels (or 10000x1000) for example, and get 10 explosions in a row.


WOW!! Cool and I did not think that this could be possible. GREAT! smile8) smile8)

It works very well and the best thing is that all are different smile:eek:

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
AND as they have a transparent background (if you want) it is very easy to use them without having to remove the background and make different layers and arrange them to make BIGGER explosions

and even as these are very well done you do not need to use any added blend mode

Here is 8 explosions (using the 5 of the example above) joined together to make one big explosion

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
and applying an overlay blend mode to all the layers you get the same but with some shades of red

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
And if this is not big enough, you can merge this eight explosions into 1 and duplicate it again 4 more times and rotating it and mixing around the center original one, so you will get a huge 40 explosions mixed into 1 as you can see below

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
And ALSO this could be used to make textures as you make this huge 40 into 1 explosion and then crop it in a square size and use is it as a background texture for other possible things

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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
When I was going to update the filter for the new version I got this message I have put here below

If the ONLY this that has been updated is the "Black Spots" I do not care about this, as I do not know what is this and have not have any problem until now with this.

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Morgantao
Can't script

Posts: 2185
Filters: 20
It should read "WARNING: Downloading this filter may explode your computer..." smile:D

Shouldn't make any difference for the presets.
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Ghislaine
Ghislaine

Posts: 3142
Filters: 270
Glad for this update Morgan
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Kraellin
Kraellin

Posts: 12749
Filters: 99
cool smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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dactilardesign
Posts: 173
Filters: 56
I am making a frame by frame explosion generator editting your filter.
Looking good so far (just finished the "first half", now I have to make how the explosion dies).
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

Posts: 2185
Filters: 20
Are you making a new filter based on this one, or using it as is to cerate an animations?

In any case, why don't you post what you have so far, I'd love to see it smile:)
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dactilardesign
Posts: 173
Filters: 56
I am making a version of yours with frame control, so you can make a frame by frame explosion evolution. Will post the WIP soon smile:)
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

Posts: 2185
Filters: 20
Cool.
Right now the only way to animate it is to manualy set image size and decay+smoke amount sliders.
Would love to see your work on it, sounds like a great time saver. smile:)
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dactilardesign
Posts: 173
Filters: 56
Attaching what I have done so far.
I have freezed the shrapnel effect for now, will focus first on the explosion itself.
I am thinking on how face the decay process... I may split the filter in 2:

- first half animation ( frames 1-12)
- seccond half (13-24).

The reason why I would do this is because I think the filter will work in a different way for the last half, getting transparency and stop growing...


Any idea is welcome.

Explosion Frame Generator_WIP.ffxml
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

Posts: 2185
Filters: 20
dactilardesign, I had a look at how you did the first 12 frames, and while it's a cool idea, I don't like how there's no consistency in the explosion between frames.
The thing is, for each frame, you clculate a new set of noises, and they don't match the previous frame.

Instead, here's my solution for the same. I have taken the same noise patterns on all frames, and just resized the result. Now you get a more consistent explosion.

Notice how I also attached the frame control to the decay of the explosion, so each frame also has some evolution to the flames.

Now comes the part where frames 13-24 come in. I think there should be some shrinkage, but not much, and also upward motion (also, not much). The decay should keep on going to total black smoke. I suppose the last few frames (4 or 5) should also include transparency.

I wish I knew how to make a simple logic machine using the math components, so you could have all 24 frames in one filter. I'll work on that, but don't hold your breath...

Quote
I have freezed the shrapnel effect for now

I'm not happy with the way I did the shrapnel at all. If you can come up with better shrapnel, I'd love to see it.

Volumetric Explosions animation WIP.ffxml
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dactilardesign
Posts: 173
Filters: 56
Quote
like how there's no consistency in the explosion between frames.
The thing is, for each frame, you clculate a new set of noises, and they don't match the previous frame.


What I have been working the last hour was exactly that. The problem is not that the noises don't match, the problem is that they move too fast (my first frame count was 36 frames, and looked better).

Quote
Notice how I also attached the frame control to the decay of the explosion, so each frame also has some evolution to the flames.


I did that too, obviously was in the TO Do list smile:)

Quote
The decay should keep on going to total black smoke. I suppose the last few frames (4 or 5) should also include transparency.


agreed too.

Code
I wish I knew how to make a simple logic machine using the math components, so you could have all 24 frames in one filter. I'll work on that, but don't hold your breath...

As I can't code like a pro, I will split the filter in 2 stages.

Quote
I'm not happy with the way I did the shrapnel at all. If you can come up with better shrapnel, I'd love to see it.


I am not that good... I don't think I can do it better, I will try though.
Checking your filter.
"did you see that? but you knew that already because you are an advanced user"
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dactilardesign
Posts: 173
Filters: 56
Ups, I can't load your filter, it's 3.0

Quote
I suppose the last few frames (4 or 5) should also include transparency.


From my experience, should be longer.
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

Posts: 2185
Filters: 20
I'll FF2 the filter so you can see it smile;)
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dactilardesign
Posts: 173
Filters: 56
update!

Explosion Frame Generator_WIP.ffxml
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

Posts: 2185
Filters: 20
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dactilardesign
Posts: 173
Filters: 56
*use the "animation 1/2" checker on my filter.
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

Posts: 2185
Filters: 20
Here's an update.
I managed to have all 24 frames in one slider.

Right now there's no tansparency because I'm working on something more complex than just 100% to 0% opacity.

This is still work in progress, but have a look at it and tell me what you think.
As of right now in the first 12 frames the explosion grows in size, and the decay goes from 0% to 50%, and the last 12 frames the explosion gets a little smaller and travels up the frame.

EDIT:
Rmoved the file because:
1) found a little problem with some of the frames
2) got a solution for transparency.
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dactilardesign
Posts: 173
Filters: 56
oh... looking forward to it.
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

Posts: 2185
Filters: 20
Here's the new file.

Now it's logic is pretty much complete. The only thing is to tweak the settings and the timing a little.

Tell me what you think smile:)

EDIT: Arrrgh! Got anouther bug.... smile:evil:
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Morgantao
Can't script

Posts: 2185
Filters: 20
Here's an animation I made with default preset. All I had to do, from start to finish, was to move the slider each frame and save it.

The horrible magenta background is for showing off the transparency smile:D

The animation looks a little crappy online... Frame rate is all wrong.

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Morgantao
Can't script

Posts: 2185
Filters: 20
OK, here's the file AGAIN....
I don't care how many bugs and error I made, I'm keeping it online smile:D

Note that the animation above was made before I fixed last bug.
Also note that the nodes can be arranged better, and with less components, but my brain is too fried now to do it. It's 2:20am here... Gotta sleep a little smile;)

Tell me what you think smile:)

Volumetric Explosions animation WIP FF2.ffxml
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dactilardesign
Posts: 173
Filters: 56
2:02 heere, going to bed, checking tomorrow.
I will download before you delete it to fix something! smile:D
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

Posts: 2185
Filters: 20
There is one major thing I screwed up on the filter, and that is that the backgound gets all mangled up.
It's an easy fix, just have to move the blend back to the end of the filter. I'd do it, but... I'm already in my pijamas smile:D
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dactilardesign
Posts: 173
Filters: 56
There is something I miss from your approach, and it's the smoke and fire ball movement. And it's mainly what you need for a game, because the particle system makes the size change and if needed rotation, so you want an evolving particle.

Obviously your approach is far more smart. I will try to tweak it.
"did you see that? but you knew that already because you are an advanced user"
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dactilardesign
Posts: 173
Filters: 56
My update.
The main problem for the smoke animation is that perlin noise always move from top left corner to lower right, so the explosion animation always has that kind of flow.

Explosion Frame Generator_WIP.ffxml
"did you see that? but you knew that already because you are an advanced user"
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dactilardesign
Posts: 173
Filters: 56
Preview.
btw, the filter renders much faster now smile:) thank you.

"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

Posts: 2185
Filters: 20
I'm not home right now, but when I get home I'll see if there's a way to offset the noise so the flow will be from the center outwards, or bottom up.

If you need any help tweaking anythin I'm glad to help. Now that I got the logic of the frame manipulation it's should be easier to get things the way you want.

Quote
it's mainly what you need for a game, because the particle system makes the size change and if needed rotation

So if understand you correctly, then the expanding of the explosion (and shrinking and moving upwards) is not needed? I did that because I had gif animation in mind, but if it's not needed it can be chopped out.
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