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Animated Explosion Tutorial in DarkTree Textures
Animated Explosion Tutorial in DarkTree Textures - Choosing a Base Component
Written by Jacob A Stevens   
Tuesday, 13 May 2008 19:43
Article Index
Animated Explosion Tutorial in DarkTree Textures
Choosing a Base Component
Animating the Fireball
Navigating 3D Texture Space
Rendering the Animation
All Pages

Choosing a Base Component

I think the simplest approach to creating an effect in DarkTree is to choose a base component, and then tweak it with other components until it looks the way you want. Since an explosion is a cloud of hot gasses, it seems natural to start with the “clouds” component. Using the menu on the left, choose Natural->Clouds and drag the component somewhere onto the middle of your workspace as a Percent component. We’re using a percent component because we’re going to recolor it later using a gradient mask.

clouds
A default Clouds component

You can double click a component to change its attributes. Double click the Clouds component and change it to these settings. There’s no magic here—I just fiddled with the values until they looked right.

cloud attributes
Adjusting the attributes of the Clouds component

Shaping the Effect

The Clouds effect gives us a nice looking field of puff shapes. Now let’s give it a round shape so that it looks like a fireball. We’ll do this by modulating the “Puff Size” input of the Clouds with a circular gradient. The inside of the gradient will be a middle gray, giving us a medium puff size in the middle of the effect. This will fade to black on the outside, making a puff size of zero, or in this case, no visible puffs.

Create a new Gradient->Absolute Shells component to the right of your clouds as a Percentage componenet. Then double click the Absolute Shells component and change it to have the following parameters.

absolute shells
Values for the Absolute Shells

Now right click on the ridged area of the Clouds component, and choose “Puff Size” from the menu. Then click on the output (the little gray dot). This will link the Puff Size input of the clouds to the Absolute Shells gradient component.

clouds linked to shells
Clouds linked to Absolute Shells

Presto! Now the explosion is taking on the shape of a fireball.



 

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