LarryG on 15/12/2013 at 23:33
Does anyone have a falling dust & debris particle effect? I'm looking for an effect during an earthquake. I've got large objects rigged to fall, I just need a way to represent the small stuff that also falls with dust in the air that settles over time.
MysteryMan on 15/12/2013 at 23:38
Quote Posted by LarryG
Does anyone have a falling dust & debris particle effect? I'm looking for an effect during an earthquake. I've got large objects rigged to fall, I just need a way to represent the small stuff that also falls with dust in the air that settles over time.
I used some dust particle effects attached to some light ray objects in Island of Sorrow. I find it looks better with smaller particles. If you take a look one is near the tunnel going out to the Harbour. looking at the top view, find the Harbour, and cam_to_brush.
LarryG on 16/12/2013 at 00:22
Thanks, but nope. That's not what I'm looking for.
Yandros on 16/12/2013 at 03:22
DrK had dust falling from the ceiling in response to something going on upstairs in Ink and Dust, as I recall. I thought it looked really good.
Weasel on 16/12/2013 at 03:50
I have sporadically falling dirt in my NewDark contest FM The Sinkhole.
Ravenhook on 16/12/2013 at 07:54
Could it be done with a particle effect..I have manipulated a fire particle to fill a large doorway as a security measure...I was going to have the whole room ablaze with magic fire but found that I needed to break the manipulated particle up into several blocks to get the effect that I was after because it looked too ephemeral...dust like...
Just a thought.
intruder on 16/12/2013 at 19:01
After a longer break I got back to my Lost City FM and I'm currently facing a similar issue. Here is what I came up with.
It's not actually dust coming down with the debris, but dust being stired up once the debris hits the ground:
1. Create a new rock/boulder/debris archetype
2. Add -> Link -> Corpse -> SmokePuff (or any other, probably more fitting SFX)
3. Physics -> Misc -> Collision Type: Destroy on Impact
4. Add some emitter traps that emit 1)
There is also a simple way to achieve a more random distribution of (especially small) debris that is less cumbersome than manually creating dozens of emitter traps:
1. Create a new archetype "DebrisContainer"
2. Add -> Link -> "Flinderize" -> [any debris, rock, etc.]
3. Tweq -> Delete State: On
4. Tweq -> Delete
5. Add a few emitter traps that create your debris emitters
My third and last idea:
Attach SFX-effects to falling debris that will be turned off after 1-2 seconds (or how long it takes your debris to reach the ground).