Physics

Abstract Cloth & Explosion Effect

Abstract Cloth Effect:


Create Clothing:
Create a Sphere → Object → Segment: 120; Type: Icosahedron
On Sphere layer, Make Editable (hotkey C or R click to find it)
New Material → Untick Color → In Reflectance, Type: Beckmann; Roughness: 0%; Strength: 100%; Specular: 0% → Drag the material on Sphere
In Sphere layer, R click → Simulation Tag → Cloth

Wind blowing effect:
Type Wind in search box (should be in Simulate → Particle, but not found )→
In Wind menu, Object, Wind Speed: 26cm; Turbulence: 20%
In Coord. → Position Z: -200cm
Go to Simulate again add 2nd effector→ Force → Turbulence →
Object, Strength: 500cm; Scale: 85%

Modify the clothing animation:
Add a default material on the Sphere (optional)
Method 1:
In cloth Tag →
In Force
Gravity: 0 (don’t let it fall down);
Drag: 100% (keep the cloth in position)
Wind Direction Z: 0cm; Wind Turbulence Strength, Speed, Impact, Lift, Air Resistance: all set to 0
In Tag
Iteration: 20; Flexion, Flexion: 90%
Method 2 (better):
Create Subdivision surface, parent Sphere layer in it → duplicate it (name as V1, V2) → Bring V1 on top layer, invisible V1
In V2, delete Cloth tag in Sphere → Add Jiggle (in Bend icon) parent under Sphere layer→ Force (in Jiggle menu), drag Wind and Turbulence in the Forces menu
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To make the cloth not too wrinkle during blowing:
Add Smoothing (in Bend icon) → drag to Sphere layer, with Jiggle together →
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In Object, Type: Relax → Go back to beginning of timeline, click Initialize


Explosion Effect:


Download TurbulenceFD plugin → Edit → Preference → Plugin → Choose the downloaded folder path → restart
In Extensions (top bar) → TurbulenceFD v1.0... → click on top edge of its bar as below to place it as separated window (for easier access)
image.png
Create Emitter (in Simulate → Particles) →
In Particle & Birthrate Editor, Renderer: 10000; Stop Emission: 7F; Lifetime: 12F, Variation: 10%; Speed: 300cm, Variation: 20%
In Emitter, Emitter Type: Cone; Angle Horizontal: 45 degree; X & Y-Size: 50cm
Rotate Emitter 90 degree face upward

Primary explosion setting:
R click Emitter layer → TurbulenceFD Emitter →
In General, tick Emitter Active; Radius: 5cm;
In Channels, Temperature Value: 1; Density Value: 1; Fuel Value: 1
In Force, Velocity Weight: 2, Pressure: 1
Secondary explosion (shown along the ground):
Duplicate Emitter, name as Shockwave → Birtheate Editor: 1000 →
In Emitter, Angle Horizontal: 90 degree

Turn particles into fluid simulation:
Click Turbulence FD Container, a box will form in the screen
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In Turbulence FD Container menu, Container → Grid Size: 1500,1500,1500cm → Move the Container Box up that stand close to the ground (use right viewport as ref)
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Back to Container menu, Voxel Size: boost to 5cm (for faster preview with lower resolution) → Cache → click Browse in Simulation Caches (create a folder where with enough space in PC)
Click Simulation Window (below Container tab) → Choose Use AMD Ryzen....)

To modify the effect:
Choose the Container layer → Simulation
Following Parameters can be adjusted (can play around them):
Fine change @ Solver (-Y), Temperature(Cooling, Buoyancy), Density (Dissipation), Fuel (Fuel Diffusion, Expasion...) :
image.png
2. Major Change @
-Vorticity: Vorticity: 6)
-Turbulence: Turb Intensity: 80cm; Smallest size: 8cm, Largest Size: 20cm
Click Start in Simulation Window again
In Viewpoint Preview → Channel: Density; click the small arrow in Display Color
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→ Load Preset → Choose Heat 3 gradient

To increase quality of export:
Either in Container menu, reduce Voxel to 2cm (optional, depends on computer speed), or in Cache → tick Cache Velocity → change from Cache to Up-Res in window simulation (next to Start button) → click Start
Remark: Setting above needs 130Gb space
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Turbulence window, click Start-up-Res Simulation

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