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For this post I’ll share a handful of explosion techniques you can apply to your 3D workflow for better VFX & 3D assets.
在这篇文章中,我将分享一些爆炸技术,你可以将其应用于3D工作流程,以获得更好的视觉特效和3D资产。
Specifically I’ll be focusing on tips from my own workflow, and tips that use my KHAOS Simulator plugin for Blender. As long as you have a semi-strong background in the software you should be able to apply these to your workflow right away. Let’s dive in!
具体来说,我将重点介绍我自己的工作流程中的提示,以及使用我的KHAOS模拟器插件进行Blender的提示。只要您在软件方面具有半强的背景,就应该能够立即将这些应用到您的工作流程中。让我们潜入吧!
1. “Shape” Your Explosion
You can do this with several KHAOS operators to create a unique look with multiple particle fuel systems.
Every simulation requires experimentation to get the look that you desire.
The process is not as simple as pushing and pulling geometry like one does in standard 3D modeling. Explosions in the real world have a lot of random variation and systems within them. They don’t just blast out equally and uniformly in every direction.
1. “塑造”你的爆炸
您可以与多个KHAOS操作员一起执行此操作,以使用多个颗粒燃料系统创建独特的外观。
每次模拟都需要实验才能获得您想要的外观。
该过程并不像在标准3D建模中那样推拉几何体那么简单。现实世界中的爆炸有很多随机变化和系统。它们不只是在各个方向上平等而均匀地爆炸。
Because of this quality, one thing you should try to avoid is using only one particle system to get a desired look to a sim.
To recreate more realistic randomness you can use several fuel particle systems blasting particles in multiple directions to “shape” the initial fuel cells.
By doing this, the simulation won’t be as uniform and will appear more realistic. You can even create secondary and tertiary blasts making it seem like the first blast set off a chain reaction.
The more concentrated parts of the fuel particle field will burn out slower, and the less concentrated parts will burn out faster. This helps create a unique shape to your explosion too.
由于这种质量,您应该尽量避免的一件事是仅使用一个粒子系统来获得所需的模拟游戏外观。
为了重现更逼真的随机性,您可以使用多个燃料粒子系统在多个方向上爆破粒子来“塑造”初始燃料电池。
通过这样做,模拟将不那么均匀,并且看起来更逼真。您甚至可以创建二级和三级爆炸,使其看起来像是第一次爆炸引发了连锁反应。
燃料颗粒场中浓度越高的部分会燃烧得越慢,而浓度越低的部分会更快地燃烧出来。这也有助于为您的爆炸创造独特的形状。
You can also vary the lifetime of different particle systems as well to create interesting results. With the Khaos add-on for Blender you can add a variety of preset particle fuel systems to your scene to “Build your fuel system”, making it easier to add multiple fuel systems of different styles and variations with a few clicks.
The KHAOS omnidirectional operator throws fuel in every direction, while the 360 groundburst operator throws fuel up and out with a degree of control and the directional operator throws fuel in only one direction.
You can combine these operators to create a unique look to an explosion or simply create your own particle system for a simulation.
您还可以改变不同粒子系统的使用寿命,以创建有趣的结果。使用Khaos的Blender插件,您可以将各种预设粒子燃料系统添加到场景中以“构建您的燃料系统”,只需单击几下即可更轻松地添加不同风格和变化的多个燃料系统。
KHAOS 全向操作员向各个方向投掷燃油,而 360 度地面爆破操作员以一定程度的控制向上和向外抛出燃料,而定向操作员仅向一个方向投掷燃油。
您可以组合这些运算符以创建爆炸的独特外观,或者只需创建自己的粒子系统即可进行模拟。
2. Increase Domain Resolution Divisions
Use this technique for a larger scale looking explosion. Then bake with more high-resolution divisions once you like the general look and movement of your simulation to get more detail.
One of the main inputs that controls the way smoke is simulated in Blender is the size of the smoke domain.
The smoke domain resolution size controls the number of cells (Also called voxels) computing the smoke movement inside of the domain cube.
The more cells you add, the more detailed the smoke/fire movement can be simulated inside of the domain cube.
2. 增加域解析分工
使用此技术进行更大规模的爆炸。然后,一旦您喜欢模拟的一般外观和运动,就可以烘焙更多高分辨率的分割,以获得更多细节。
控制在Blender中模拟烟雾方式的主要输入之一是烟雾域的大小。
烟域分辨率大小控制计算域立方体内部烟雾运动的单元数(也称为体素)。
添加的单元格越多,在域立方体内部可以模拟的烟雾/火焰运动就越详细。
Adding more domain resolution divisions to your domain cube does several things.
First it increases the visible resolution of your smoke. Second, it gives the simulation a larger scale look (Meaning given the original particle system you add the smoke movement and interaction will look like it belongs in a bigger environment).
All this said, domain resolution divisions aren’t the only things that ultimately controls the resolution of the smoke.
To increase the visible resolution of a simulation without changing the original movement of the smoke/fire you can utilize the smoke high resolution divisions.
向域多维数据集添加更多域解析分区可执行多项操作。
首先,它增加了烟雾的可见分辨率。其次,它为模拟提供了更大的规模外观(这意味着给定原始粒子系统,您添加烟雾运动和交互将看起来像属于更大的环境)。
综上所述,领域分辨率划分并不是最终控制烟雾分辨率的唯一因素。
要在不改变烟雾/火焰的原始运动的情况下提高模拟的可见分辨率,您可以利用烟雾高分辨率划分。
The smoke high resolution divisions attribute adds additional smaller scale details to the original smoke mesh using noise patterns over the original mesh (You can increase the strength of this noise but I usually keep mine at 1.5).
Keep high resolution off until you like the behavior of your simulation and then re-simulate with high resolution once you like the behavior.
In short, use a small number of domain resolution divisions to recreate smaller scale sims like a candle, and a larger number of domain resolution divisions to create larger scale fire and smoke explosions.
Experiment with domain resolution divisions with the high resolution checkbox off, and once you like the behavior of your simulation crank up divisions accordingly to add more detail.
The largest scale smoke simulations I have simulated at 400 domain resolution divisions and 2 high resolution divisions.
烟雾高分辨率划分属性使用原始网格的噪声模式向原始烟雾网格添加了其他较小比例的细节(您可以增加此噪声的强度,但我通常将我的噪声保持在1.5)。
保持高分辨率,直到你喜欢模拟的行为,然后在你喜欢这个行为后用高分辨率重新模拟。
简而言之,使用少量的域分辨率划分来重现像蜡烛一样较小比例的模拟市民,并使用大量的领域分辨率划分来创建更大规模的火灾和烟雾爆炸。
在关闭高分辨率复选框的情况下尝试域分辨率划分,一旦您喜欢仿真的行为,就会相应地启动划分以添加更多细节。
我在400个域分辨率分区和2个高分辨率分区中模拟的最大比例的烟雾模拟。
3. Build Debris Fields For Variation
Explosions contain a lot of elements in the real world.
Whether you are going for photorealism or not, it is important to consider whether or not you want to add more debris to your blast to give a more violent and chaotic look.
With my Khaos add-on for Blender you can add various debris fields to your scene with one click.
That said, you can also model debris in 3d and link them to a particle system yourself for a similar result.
3. 为变化建造碎片场
爆炸在现实世界中包含许多元素。
无论您是否追求逼真,重要的是要考虑是否要在爆炸中添加更多碎片,以提供更暴力和混乱的外观。
使用我的Khaos Blender插件,您只需单击一下即可将各种碎片场添加到场景中。
也就是说,您还可以在3d中对碎片进行建模,并自行将它们链接到粒子系统以获得类似的结果。
Some options for awesome debris you can add include glass, rocks, dirt pieces, wood, and metal shrapnel.
Quicktip: Render your debris systems separately so you can composite them with more control.
您可以添加的一些令人敬畏的碎片选项包括玻璃,岩石,泥土碎片,木材和金属弹片。
快速提示:单独渲染碎片系统,以便您可以通过更多控制来组合它们。
4. Slow Down “Smoke Flames Reaction Speed”
This gives for a slower “gasoline style” effect with burning flames.
Particles can burn out fairly quickly when creating fiery blasts. While this can be great if you are trying to create a sudden explosion, you may want to create a slower burning look with lingering flames in some scenarios.
4.减缓“烟火反应速度”
这为燃烧火焰提供了较慢的“汽油风格”效果。
在产生炽热的爆炸时,颗粒会很快燃烧殆尽。虽然如果您尝试创建突然爆炸,这可能很棒,但在某些情况下,您可能希望创建一个带有挥之不去的火焰的较慢的燃烧外观。
To do this you can either drastically increase the number of fuel particles in your simulation, or simply decrease the “smoke flames reaction speed” in the domain cube settings so that it burns slower.
This technique, along with the use of lots of concentrated particles, can help create a fierier gasoline style explosion.
为此,您可以大幅增加仿真中的燃料颗粒数量,也可以简单地降低域立方体设置中的“烟雾火焰反应速度”,使其燃烧得更慢。
这种技术,加上大量浓缩颗粒的使用,可以帮助制造更冷淡的汽油式爆炸。
5. Add Turbulence Fields for Small Bubbles
Or use the KHAOS add-on turbulence mix fuel operator for more detailed bumps in your simulation.
One key to larger looking smoke simulation is smaller scale detail and bubbles within the mesh.
5. 为小气泡添加湍流场
或者使用 KHAOS 附加湍流混合燃料操作员,在仿真中实现更详细的颠簸。
外观越大的烟雾模拟的一个关键是网格内的细节和气泡越小。
To recreate this look in blender you can add turbulence fields with a small amount of noise variation to push and pull the smoke in random directions over the course of the blast.
I recommend keeping the strength from 10 – 20 on the turbulence but it depends on your simulation.
Under the KHAOS add-on settings in Blender you can easily add a more custom turbulence using the “mix fuel” operator too.
要在搅拌机中重现这种外观,您可以添加具有少量噪声变化的湍流场,以在爆炸过程中以随机方向推拉烟雾。
我建议将湍流的强度保持在10-20之间,但这取决于您的模拟。
在Blender的KHAOS附加设置下,您也可以使用“混合燃料”操作员轻松添加更多自定义湍流。
6. Composite With Glow & Motion Blur
Most of the time this will give you a far better result.
When rendering fire explosions in Blender you will often get a result that is “too solid and blobby” to confidently add to a scene.
The reason for this is that you often need to add glow and motion blur to blend the pixels in a more realistic manner.
You can also keyframe the glow or glare over the course of the explosion so that it starts incredibly bright and then dies down as the flames burn out.
Although this does take more work, this method can offer that finishing touch to make your explosion look ready for a Hollywood blockbuster.
6. 与 Glow & Motion Blur 复合
大多数时候,这将为您提供更好的结果。
在Blender中渲染火焰爆炸时,您通常会得到“过于坚实和斑点”的结果,无法自信地添加到场景中。
这样做的原因是,您经常需要添加发光和运动模糊,以更逼真的方式混合像素。
您还可以在爆炸过程中对辉光或眩光进行关键帧,使其开始时非常明亮,然后在火焰燃烧时消失。
虽然这确实需要更多的工作,但这种方法可以提供最后的润色,让你的爆炸看起来为好莱坞大片做好了准备。
7. Render Settings, Lighting & Materials
An entire article could be written on each of these subjects.
That said, in this short piece I will give a few tips that you can apply right away in your work.
First of all: I almost always export my simulations in the OpenEXR file format for more range in compositing.
7. 渲染设置、光照和材质
可以就这些主题中的每一个写一整篇文章。
也就是说,在这篇短文中,我将给出一些技巧,您可以立即将其应用于工作中。
首先:我几乎总是以OpenEXR文件格式导出我的模拟,以获得更大的合成范围。
In addition to this I also render most things with the RGBA setting so that an alpha channel is in the output animation files, just in case I want to change the background later.
I also recommend under the “light paths” tab that you increase the volume bounces to 6 or more. If you don’t do this, light won’t bounce around the volumetric smoke as realistically.
Make the volume sampling step size around 0.01 for more detailed smoke and then lose the maximum steps to around 260 so that the renders don’t take too long.
除此之外,我还使用RGBA设置渲染了大部分内容,以便输出动画文件中有一个alpha通道,以防万一我以后想更改背景。
我还建议在“光路”选项卡下将音量反弹增加到6或更多。如果你不这样做,光线就不会像现实的那样在体积烟雾周围反弹。
使体积采样步长在0.01左右,以获得更详细的烟雾,然后将最大步长减少到260左右,以便渲染不会花费太长时间。
And remember to play with the smoke material density and flame brightness, color, and contrast as well.
If you have a great looking sim in preview and aren’t getting a good render, well chances are you can adjust a few material settings and get it looking right.
Finally choose your samples between 24 and 64 depending on how much noise you can handle (usually I keep mine around 30) and make sure you have a few lights in the scene edge that’ll light your smoke and bring it out from the background.
并记得玩烟材料密度和火焰亮度,颜色和对比度。
如果你在预览中有一个漂亮的模拟游戏,但没有得到一个好的渲染,那么你很有可能可以调整一些材质设置,让它看起来正确。
最后,根据您可以处理的噪点数量(通常我将其保持在30左右),在24和64之间选择您的样本,并确保场景边缘有一些灯光可以点燃您的烟雾并将其从背景中带出。
8. Experiment and Rebake
A lot.
It’s no secret that simulations can take some time.
That said, they can be so satisfying when you get them right!
8. 实验和重烤
好多。
众所周知,模拟可能需要一些时间。
也就是说,当你把它们弄对时,它们可以如此令人满意!
Keep resetting that cache and see what cool explosion styles you can create. Experiment with the density of the smoke, the temperature, the vorticity, scale, and the ignition speed to get different smoke and fire behaviors.
Over time you will start understanding the physics within the software and you’ll be able to control the seemingly random chaos of the simulation more effectively.
And if you want to see more examples of the KHAOS add-on check out this Instagram page. It features tons of real Blender projects built using the plugin and shows just how much you can do with explosions.
Or if you want to learn more about KHAOS and what else it can do in Blender just have a peek at the main website.
继续重置该缓存,看看您可以创建哪些很酷的爆炸样式。试验烟雾的密度,温度,涡度,规模和点火速度,以获得不同的烟雾和火灾行为。
随着时间的推移,您将开始了解软件中的物理特性,并且您将能够更有效地控制模拟中看似随机的混乱。
如果您想查看KHAOS附加组件的更多示例,请查看此Instagram页面。它具有大量使用该插件构建的真实Blender项目,并显示了您可以对爆炸做多少事情。
或者,如果您想了解有关KHAOS的更多信息以及它在Blender中还可以做什么,只需浏览一下主网站即可。
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