Shader based pyro models
Here's a group of explosion assets to enrich your scenes of devastation with a few clicks. Giving instant feedback because it is a shader, not a dynamical simulation. Therefore you can adjust the look directly at any certain time, without running a simulation. Creating good explosions in Blender is not an easy task. It takes smoke simulation, generating huge amount of cache-files and particle simulation, to control the dynamic shape of fire and smoke. It's a very indirect workflow, giving visual feedback only after the simulations were run. that's time consuming. The pyro shader pack uses custom volume shaders to quickly generate explosions. So it lets you append an explosion model, and directly adjust its parameters in the material panel, with instant feedback. Each shader was built with a broad spectrum of looks, based on some simple physical parameters, like scale, density and distortion. To look physically accurate their colors are made by a blackbody node, that uses a temperature as input, but each shader has a color- and density-output also, so that you can use these values in further nodes.
1) Insert the desired shader by appending (file/append/...choose pyroshaderpacck.blend.../ objects) the object you want, into your scene. 2)Position rotate and scale the object in your scene. The shader is set in object coordinates, and will transform with the object. (So for example the fire will always flow into the local z-axis of the object)3)animate its time with two keyframes (explosions need a time animated from 0 to 1, fire and meteor can be timed above 1) 4) adjust the rest of the parameters. It is recommended to switch to rendered view in your viewport, for direct feedback on the shader. Get sure to add further nodes into the parameterslots, to add unique detail to your explosions (for example a big fractal texture as density input will make a very inhomogenous look of an explsoion...) The mesh should be adjusted to the shape in edit mode, so that it fully surrounds the cloud. 5) render settings and material settings can be set to less noisier results. choose materialtab/settings/ volume settings: cubic interpolation, and equiangular or multiimportance for each explosion material. in the rendertab und volume settings maxstep: 32 steps work fine. stepsize should be set according to the size of your mesh. smth between 0.1 and 0.5 works quick usually (the higher the faster, but less accurrate). the pyro-shaders have a transparency node for areas with low density (<0.05)to avoid unnecessary raymarching.
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