I did this quick and simple little example scene for the last NZLWUG meeting. I figured its worth posting up for people to pull apart.
The key things I wanted to demonstrate here were:
(a) Using ClothFX without any elasticity to create 'dentable' materials
(b) Interaction between PFX and ClothFX
(c) The use of child emitters to create debris and dust from impact of gun fire
(c) The use of LW9 Node based gradients to create 'deep' materials.
The Nodes work, but the distance measurement can be done better (and easier) then the hack job I whacked together thereNot in this zip is the transparency gradient I added at the LWUG meeting to show how the bullets could eventually 'eat' their way through the wall, and an improved bump effect.
All the dynamics are currently using pre-calculated pfx and mdd's. Simply clear motion on each to tweak the settings.
Hope this is useful or interesting for people...
Kev.










Not in this zip is the transparency gradient I added at the LWUG meeting to show how the bullets could eventually 'eat' their way through the wall, and an improved bump effect.
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