Pyrocluster cloud file




















Many settings work in correlation with and are influenced by other settings and can have dramatic effects on each other and thus the final look of the effect.

The distance defines to what degree the 3D space will be subdivided for the purposes of locating PyroCluster volumes in your scene. Lower values generally result in longer render times. If you have the impression your scene is taking too long to render, changing this value will most likely help.

Each cloud has a radius of units. If you leave the World Step Size set to its default value of 0. In this case you can increase the World Step Size to about 60! If on the other hand you were to define a voxel radius of 10 and used a World Step Size of 60 , the result would simply look awful. In addition, you would only see monotone spheres in the sky - not exactly what one would associate with clouds.

This is essentially the file produced by the above instructions, but has the following features changed from the default settings to make it more suitable for further study: 1.

The life of the particles in the Emitter Object has been set to 80 frames to allow transparency to be demonstrated when we come to Age-Effects ; 2. For convenience, the Emitter has been rotated 90 degrees about its vertical axis so that its particles move to the right in Front View ; 3. A Background Object has been added to create a grey background in the Viewport or when rendered in Picture Viewer, which makes seeing colours better than the default black ; 4.

Render Mode was first set to User to enable the change. This setting p. If you are doing a Rolls-Royce still render you might like to reduce it - the default is 0.

This will open the Attribute Manager and display eight buttons as shown on page 21 of the PyroCluster Manual. When pressed, each of these buttons reveals what are called Pages, each Page containing lots of parameters.

In this Tutorial we will confine ourselves to the Globals Page first, and look at the Age Page later. The Colour Gradient in simple. This gradient controls the colour of the inside of each Puff left hand end and the colour of the outside of the Puff right hand side. As a result, the entire PyroCluster object is white. At this point it is essential to note that some other gradients on other Pages control the colour of the Puffs as they Age or become transformed in other ways - the Pyrocluster manual is confusing in not making this important distinction clear.

The colour difference between the inside and outside of the Puff mentioned above does not change as the animation proceeds as the Puffs Age. For example, spectacular PyroCluster effects can be combined with the powerful animation features of the optional Thinking Particles. PyroCluster is fully compatible with Thinking Particles ; see your Thinking Particles manual for an example of how to combine these two application elements. For more information on Thinking Particles, please contact your local dealer or visit www.

All effects are based on particles; each particle becomes a puff and is rendered as a real volumetric effect. An unlimited number of spectacular volume effects are possible with PyroCluster, including but not limited to vapory effects, solid rock effects and pyroclastic effects. This may sound like a strange thing to say, but this statement really does apply to PyroCluster. Apperceptive 3D shading renders extremely fast.

During rendering, PyroCluster uses a method synchronized to the human perception hence the name apperceptive. For example, missing elements of an image are augmented or substituted automatically using apperceptive methods. Human perception is based in part on experience and expectation. What you see in the image below is not smoke.

What you see is a simulation of an effect that you recognize as smoke. Your brain knows exactly what smoke looks like and will interpret something that looks like smoke as such.



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