POV-Ray : Newsgroups : povray.binaries.animations : Blow up! take 2 (498kbu) Server Time
12 Oct 2026 19:24:37 EDT (-0400)
  Blow up! take 2 (498kbu) (Message 1 to 22 of 22)  
From: Rune
Subject: Blow up! take 2 (498kbu)
Date: 14 Mar 2002 11:35:02
Message: <3c90d136@news.povray.org>
I've been looking at a little reference videos (real life, not holywood) and
they didn't have neither flashes nor shock waves, so I haven't added that to
the animation.

I've made the explosion less saturated and made the gravity for the dust
weaker so it fills a larger volume.

Naturally, feedback is still appreciated, only, I don't go for holywood like
effects.

Apart from experts like people in these groups, who are trained in noticing
flaws in CG effects, do you think this animation could fool anyone to think
it's real?

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message


Attachments:
Download 'blow_up_2.mpg' (499 KB)

From: Lenny[VB]
Subject: Re: Blow up! take 2 (498kbu)
Date: 14 Mar 2002 14:01:18
Message: <01c1cb8a$9ee94e60$04ea5982@lenny>
Rune <run### [at] mobilixnetdk> wrote in article
<3c90d136@news.povray.org>...
> I've been looking at a little reference videos (real life, not holywood)
and
> they didn't have neither flashes nor shock waves, so I haven't added that
to
> the animation.
> 
> I've made the explosion less saturated and made the gravity for the dust
> weaker so it fills a larger volume.
> 
> Naturally, feedback is still appreciated, only, I don't go for holywood
like
> effects.
> 
> Apart from experts like people in these groups, who are trained in
noticing
> flaws in CG effects, do you think this animation could fool anyone to
think
> it's real?

Looks real good, but to be really convincing you'll need some debris, or at
least some movement in the dust/smoke giving the appearance of debris
flying through it...

Otherwise I think it's a really good explosion...especially the slow
settling of the  dust/smoke...

The only way you can see shockwaves in this type of explosion is simply by
a front of movement in objects surrounding the explosion emanating out
circlewise from the explosion. The shockwave of compressed air and the
flashes come from nuclear explosions as seen in Hollywood, but also in real
life, and that just wouldn't fit this anim... (as in the building shouldn't
be standing after the explosion if it were a nuclear one)

Very nice work...

-- 
Lennard "Lenny" van Ingen
lenny_SPAMSUX_@vestingbar.nl
UIN: 87008669


Post a reply to this message

From: Richard Dault
Subject: Re: Blow up! take 2 (498kbu)
Date: 14 Mar 2002 14:04:11
Message: <3c90f42b$1@news.povray.org>
In my opinion, after the initial explosion, the fire is much too high.  It
actually looks more like orange smoke.  So I would try to reduce the flames
and increase the black/gray smoke.
But I don't have a reference video like you do, it's just an observation.


Post a reply to this message

From: Tim Nikias
Subject: Re: Blow up! take 2 (498kbu)
Date: 14 Mar 2002 15:02:46
Message: <3C910209.CDE67878@gmx.de>
There are several minor things I'd adjust.

As someone already mentioned, the fire trails way
too high, ever seen flames about 40 meters high
(with such a little area burning, that is)?
Again, someone mentioned debris. Create some smaller
smoketrails just flying off in several directions and coming
down, and simply make the smoke dissipate.

For a better effect, I'd say you'd have to use
more and smaller particles for the fire, the
initial fireball is really good.

And generally I'd create the camera zoom and
focal-point different. You should have it look somewhere,
suddenly move to the explosion, zoom out quickly, and
then doing the slower movements and zooming like
the camera-man is actually looking and inspecting
the scene.

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html


Post a reply to this message

From: Dave Brickell
Subject: Re: Blow up! take 2 (498kbu)
Date: 14 Mar 2002 15:23:47
Message: <3c9106d3@news.povray.org>
Superb :)

Everyone is talking about a shockwave or flash but I think all it needs is a
little camera wobble or shake a split second after the initial explosion.
This could be attributed to the shockwave reaching the cameraman and the
reaction of the cameraman to the explosion.

Keep up the great work

Dave


Post a reply to this message

From: Sir Charles W  Shults III
Subject: Re: Blow up! take 2 (498kbu)
Date: 14 Mar 2002 16:02:16
Message: <3c910fd8$1@news.povray.org>
Hide a few shingles just below the roof surface to make them invisible;
then when the explosion occurs, blow them back!  That would really help a
lot.  Just a handful would do the trick.

Cheers!

Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip


Post a reply to this message

From: Mark James Lewin
Subject: Re: Blow up! take 2 (498kbu)
Date: 14 Mar 2002 17:03:22
Message: <3C911D5C.5A1369E5@yahoo.com.au>
Rune wrote:

> I've been looking at a little reference videos (real life, not holywood) and
> they didn't have neither flashes nor shock waves, so I haven't added that to
> the animation.

The lack of a flash/shock wave is probably a good thing for realism then.

>
> Apart from experts like people in these groups, who are trained in noticing
> flaws in CG effects, do you think this animation could fool anyone to think
> it's real?

I would say not. This is probably due to a number of small things. Debris is
something others have brought up, but there are other sutble things, like black
staining from the initial explosion on the building. Some sort of orange glow
from the fireball and fire (even if it is not a brilliant flash) might help too.
Also, I think  your "viewers" are crying out for some DAMAGE! After that dust
settles, I expected some sort of gaping hole.

Your efforts are superb but an explosion anim that is convincing to non-CG aware
people is a difficult challenge.

MJL

--
prism{0,.1,30#local I=1;#while(I<30)#local B=asc(substr(// Mark James Lewin
"#K?U_u`V[RG>3<9DGPL.0EObkcPF'",I,1))-33;<div(B,10)-4mod(B,10)+5*div(I,21)-
6>#local I=I+1;#end,-4pigment{rgb 9}rotate-x*90translate 15*z}//POV-Ray 3.5


Post a reply to this message

From: Hugo
Subject: Re: Blow up! take 2 (498kbu)
Date: 14 Mar 2002 17:28:45
Message: <3c91241d$1@news.povray.org>
> Your efforts are superb but an explosion anim that is convincing to non-CG
aware
> people is a difficult challenge.

I think the opposite. There are lots of people who don't know what a
computer is. And actually most people I know have no idea what a computer is
capable of doing, so they'll think an explosion like this is terribly real.
Even I might believe it's real.


Hugo


Post a reply to this message

From: Mark James Lewin
Subject: Re: Blow up! take 2 (498kbu)
Date: 14 Mar 2002 19:01:42
Message: <3C913918.65E6AA45@yahoo.com.au>
Hugo wrote:

> > Your efforts are superb but an explosion anim that is convincing to non-CG
> aware
> > people is a difficult challenge.
>
> I think the opposite. There are lots of people who don't know what a
> computer is. And actually most people I know have no idea what a computer is
> capable of doing, so they'll think an explosion like this is terribly real.
> Even I might believe it's real.
>
> Hugo

    People may not know what a computer is capable of doing, but most are able to
see if something is "not quite right", even if they cannot tell you exactly what
is causing this feeling (and these things are often subtle and difficult to
include in CG).
    Even the best modelling of a scene can look generated or fake in some way,
but add area_lights, radiosity, and perhaps some focal blur, and the illusion of
reality is increased because the some of the things that are "not quite right"
(eg. sharp shadows, unnatural shading) are being eliminated.

MJL

--
prism{0,.1,30#local I=1;#while(I<30)#local B=asc(substr(// Mark James Lewin
"#K?U_u`V[RG>3<9DGPL.0EObkcPF'",I,1))-33;<div(B,10)-4mod(B,10)+5*div(I,21)-
6>#local I=I+1;#end,-4pigment{rgb 9}rotate-x*90translate 15*z}//POV-Ray 3.5


Post a reply to this message

From: Slime
Subject: Re: Blow up! take 2 (498kbu)
Date: 14 Mar 2002 19:44:38
Message: <3c9143f6@news.povray.org>
> Apart from experts like people in these groups, who are trained in
noticing
> flaws in CG effects, do you think this animation could fool anyone to
think
> it's real?

Originally, I thought you had taken a real video from some newscast or
something and put your explosion animation on top of it. Unfortunately, the
explosion itself still looks sort of fake; it's too easy to see that you're
using separate objects containing smoke and fire and moving them around.

Try also moving the "helicopter" in some direction a little bit, and make
the camera movement smoother (looks linearly interpolated right now).

- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]


Post a reply to this message

From: Slime
Subject: Re: Blow up! take 2 (498kbu)
Date: 14 Mar 2002 23:03:52
Message: <3c9172a8@news.povray.org>
> And generally I'd create the camera zoom and
> focal-point different. You should have it look somewhere,
> suddenly move to the explosion, zoom out quickly, and
> then doing the slower movements and zooming like
> the camera-man is actually looking and inspecting
> the scene.


Heh heh, yeah, you don't want people to get suspicious and say "so how did
you know you had to film that exact area right at that time?"

- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]


Post a reply to this message

From: Peter Popov
Subject: Re: Blow up! take 2 (498kbu)
Date: 15 Mar 2002 02:01:31
Message: <ap639u487fn8hb91hi5cs2vu252l3furp8@4ax.com>
On Thu, 14 Mar 2002 17:27:54 +0100, "Rune"
<run### [at] mobilixnetdk> wrote:

>Apart from experts like people in these groups, who are trained in noticing
>flaws in CG effects, do you think this animation could fool anyone to think
>it's real?

Maybe if you make the smoke denser so that it hides the lack of
debris, make the flames lower and brighter and make them illuminate
the smoke as well. It's already really convincing.

Oh... and rip a soundtrack off the news <g>


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


Post a reply to this message

From: Lawrence Winstead
Subject: Re: Blow up! take 2 (498kbu)
Date: 15 Mar 2002 15:44:52
Message: <3C925D41.DF89E7AD@duratechindustries.net>
I agree with the majority about the debris.  But the main thing, in my eyes,
that makes this obviously fake is the -huge- stream of fire -instantly- erupting
from the explosion.  We're talking a brick building here, right?  Where on earth
is all that fire coming from?  Tone it down to barely there, ie -really- short
flames barely visible, that don't appear instantly, and you've got realism.

-Law

Rune wrote:

> I've been looking at a little reference videos (real life, not holywood) and
> they didn't have neither flashes nor shock waves, so I haven't added that to
> the animation.
>
> I've made the explosion less saturated and made the gravity for the dust
> weaker so it fills a larger volume.
>
> Naturally, feedback is still appreciated, only, I don't go for holywood like
> effects.
>
> Apart from experts like people in these groups, who are trained in noticing
> flaws in CG effects, do you think this animation could fool anyone to think
> it's real?
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> Rune's World:    http://rsj.mobilixnet.dk (updated Feb 16)
> POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
> POV-Ray Webring: http://webring.povray.co.uk
>
>                     Name: blow_up_2.mpg
>    blow_up_2.mpg    Type: Wmplayer File (video/mpg)
>                 Encoding: x-uuencode


Post a reply to this message

From: Tony[B]
Subject: Re: Blow up! take 2 (498kbu)
Date: 15 Mar 2002 20:02:11
Message: <3c929993@news.povray.org>
> I don't go for holywood like effects.

Party-pooper! :P

> Apart from experts like people in these groups, who are trained in
noticing
> flaws in CG effects, do you think this animation could fool anyone to
think
> it's real?

Sound would really help. Also footage of a real building, not a maquette,
would help complete the illusion.


Post a reply to this message

From: Rune
Subject: Re: Blow up! take 2 (498kbu)
Date: 15 Mar 2002 21:09:28
Message: <3c92a958@news.povray.org>
"Tony[B]" wrote:
> Sound would really help.

Will be difficult to find fitting sound I think, but I'll try.

> Also footage of a real building, not a maquette,
> would help complete the illusion.

What is a maquette?

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Rune
Subject: Re: Blow up! take 2 (498kbu)
Date: 15 Mar 2002 21:09:29
Message: <3c92a959$1@news.povray.org>
"Lawrence Winstead" wrote:
> I agree with the majority about the debris.

I'll try to add a little debris-looking stuff.

> But the main thing, in my eyes, that makes this
> obviously fake is the -huge- stream of fire -instantly-
> erupting from the explosion.

You're right, I'll decrease the amount and height of the fire.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Rune
Subject: Re: Blow up! take 2 (498kbu)
Date: 15 Mar 2002 21:09:30
Message: <3c92a95a$1@news.povray.org>
"Slime" wrote:
> Originally, I thought you had taken a real video
> from some newscast or something and put your explosion
> animation on top of it.

Well, that's good too. :)

It's a scanned photo of a building.

> Unfortunately, the explosion itself still looks sort
> of fake; it's too easy to see that you're using separate
> objects containing smoke and fire and moving them around.

That's one of the things that's diffiult to prevent, but I'll do my best.

> Try also moving the "helicopter" in some direction a
> little bit

That's impossible, as the photo of the building is 2d and thus can only be
seen from one angle. Besides, you said just before that you initially
thought it was from a real video, which I would think indicates that it's
convincing enough... :)

> and make the camera movement smoother (looks linearly
> interpolated right now).

Only the zooming and that's intentional because I think linear zooming is
quite common, though not in professional work. But I could try some smoother
zooming in the next version for a change.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Rune
Subject: Re: Blow up! take 2 (498kbu)
Date: 15 Mar 2002 21:09:32
Message: <3c92a95c@news.povray.org>
"Tim Nikias" wrote:
> the fire trails way too high, ever seen flames
> about 40 meters high (with such a little area
> burning, that is)?

You're right, I'll try to fix that.

> Again, someone mentioned debris.

That too.

> And generally I'd create the camera zoom and
> focal-point different. You should have it look
> somewhere, suddenly move to the explosion, zoom
> out quickly, and then doing the slower movements
> and zooming like the camera-man is actually
> looking and inspecting the scene.

The current "path" was just a test. Thanks for the suggestion, I'll see what
I can do. :)

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Rune
Subject: Re: Blow up! take 2 (498kbu)
Date: 15 Mar 2002 21:09:33
Message: <3c92a95d@news.povray.org>
"Richard Dault" wrote:
> In my opinion, after the initial explosion,
> the fire is much too high.

Thanks for the feedback; I agree with you.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Dearmad
Subject: Re: Blow up! take 2 (498kbu)
Date: 16 Mar 2002 18:49:42
Message: <3C93DAC8.3A2F1A7C@applesnake.net>
that orange part shoots too high with pieces of it too large to
the scale of the shot.  Does that make any sense?  I think it
also moves too fase for that scale.

The dust effect is nice.

-peter
-- 
Current obsession: "Ballet pour ma fille."
http://www.applesnake.net


Post a reply to this message

From: Tony[B]
Subject: Re: Blow up! take 2 (498kbu)
Date: 17 Mar 2002 22:15:18
Message: <3c955bc6@news.povray.org>
> Will be difficult to find fitting sound I think, but I'll try.

You can do it! :)

> What is a maquette?

Those little pretend buildings that architects make out of balsa wood,
plastic, etc. ... like the one in your video... right?


Post a reply to this message

From: Rune
Subject: Re: Blow up! take 2 (498kbu)
Date: 18 Mar 2002 10:16:06
Message: <3c9604b6@news.povray.org>
"Tony[B]" wrote:
> > What is a maquette?
>
> Those little pretend buildings that architects make
> out of balsa wood, plastic, etc. ... like the one in
> your video... right?

Not quite right.

The image in the animation is a photo of a real building. Yes, those are
real trees and that's a real car there. And the building is quite real too;
I go there every day and it does look like that.

Sometimes you just demand too much realism from nature... ;)

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:  http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring:  http://webring.povray.co.uk


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.