Roman Reiner wrote:
> Hi Tail
>
> Tips for improvement:
>
> The explosion should grow MUCH faster at the beginning. use something like
> scale pow(clock,1/2) or make the exponent even smaller. This results in a
> fast expansion at the beginning and a slower expansion towards the end.
> In contrary the debris should be scaled proportional to the clock (linear
> movement) but it should expand faster than the explosion itself. I would
> suggest something like scale n*clock when using 1/n for the exponent for
> the explosion. fiddle around with the values until you're happy with it.
I actually did use something like that, but obviously I need to fiddle
with it.
> Also could you add more jitter to the debris? imho it's looking too regular.
> Assuming your using a sphere with a procedual texture on it i recommend
> using several spheres with a less dense texture and scale them with slighly
> different factors. when using just a few additional spheres there shouldn't
> be too much influence on the rendertime.
Heh...The debris is actually 3,000 independant objects. Didn't think of
doing it the way you suggested...maybe I'll try that.
> Apart from that good start! :-)
>
> Regards Roman
>
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