Loved the tutorial! Just dropping a few things here that I struggled with and found workarounds for: 1) Use a plane as the particle emitter instead of a sphere: With the sphere emitter - my custom missiles were getting launched out at all sorts of strange angles - my guess is because the default behavior for particle orientation is relative to the normal of the surface that the particle is emitted from - so if you have a sphere with face normals going every which direction, your missile can come out at every which direction. If you use a plane as the emitter, you can additionally select the Orientation Axis in the particle system's rotation box to get the right upwards initial alignment (for me, setting it to Global X did the trick) 2) The scale of all of your objects + scene really, REALLY matters for simulation parameters. My setup size-wise is about 4-5x the size of what was shown here, and with those larger objects there were a few things I needed to tweak with the simulation: 2a) The smoke velocity on the Z axis needs to be 3-4x higher to get a satisfying mushroom cloud. 2b) The simulation speed should also be closer to 1.0 at higher object scales, so your smoke and explosion clouds aren't moving in slow-mo (though it does look sick/stylized in some contexts). 2c) When making the volumetric shader / material for the smoke, you can keep the smoke density much, much lower, which makes sense, since the volumes you're dealing with are much larger. 2d) At larger scales, you might be forced to use Cycles as the render engine (rip GPU), due to the fact that Eevee's volumetrics are based on shortcuts that break down if your camera is hundreds of meters away from ground zero where the smoke is. 3) If you're struggling with getting the weight painting part working, especially at higher / more realistic scene scales, know that the 'particle radius' needs to be SUBSTANTIALLY larger for the particle brush to create those 'splots' on the explosion emitter plane's weight painting layer. 4) You can create another thin box or plane underneath the explosion emitter and set it as a 'fluid effector' in the physics tab to get the smoke to billow out in a flat plane instead of clipping through the emitter, just a small touch that makes it look better. 5) At higher scales - 1-2 missles coming out is all you need for good 'wow' factor - higher-volume smoke sims really show off a huge, billowing smoke cloud that can get pretty visually crowded/messy with more missiles impacting the same location. You could also have some fun by adding multiple force fields scattered around, and really randomizing the initial particle velocity so you can carpet bomb an entire area with explosions.
Yep...Global-X...Otherwise they were hurdling in all matters of directions. Oh...so why am I back here? I don't get any impact explosions. Just an entire domain apocalyptic BOOM! ...and starting on frame 1... I've deleated the particle emitter...still Boom... I've tried modular baking...Boom! No baking...no Boom? Cycles, EEvees,bake in eevees then play in cycles... No baking, partial baking, no resume, sacrificed my 970...that didn't work so I had to get a 3080.😏 I don't use Windows, (Ubuntu) and because of that fact alone, I can install the latest Blender version and continue to not support Microsoft. Maybe it's a sign of what is going to happen...One Big BOOm... And this one started out so well until, Boom. And the Boom looks great!
@@TushyaJha Did you check the Volume cubes' Viewport Display settings? I was having a similar issue, and it turned out that instead of "solid", blender defaulted to setting it as "wire", making the simulations invisible in rendered view. Just change that setting to "solid" or "textured".
Another tip, when you bake make sure you are on zero and not in the middle, if you bake the weight cache not all the missles will make a mark on the plane. Hope this helps anyone.
i have noticed this before... for my projects i made mistake of not having needle at frame 1 and then it got all weird and had to delete and bake all again....
GReat tutorial and i loved how Evee resembled cycles closely, that last tip of turning overwrite of.. i didnt know that, alwys rendering entire scene repeatedly... thank you so much
Thanks again to Skillshare sponsoring the video! Make sure to click this link to get a 1 month free trial! Only 1000 spots left! skl.sh/blendermadeeasy11221 Yes, I know I moved the sphere 6 grid units and not 5. I just wasn't paying attention😕
Can't believe this tutorial. I made a observation on another creators channel about a week ago saying, since the introduction of geo nodes smoke, fire, fluid & particle tutorials seem to have disappeared. Creators seem to have the attitude of, if you can't do it with geo nodes it's not worth doing. Thanks heaps for keeping some of the "old methods" alive & showing they're still relevant along side Gnodes. You're a legend 👍🏼🦘
Damn, if only this came out a few weeks ago. I was doing a missile based simulation for a school project but couldn't get it to work properly, this would've been extremely helpful for that, but thanks for sharing for the future!
I got to 14:23, the materials tab and I can't see the smoke nor the explosions at all in the Viewport shading view. I'm following the node connections but tis not giving me anything
I think it was your videos where I first learned about dynamic paint, used it for a couple of things since then. Thanks man, this is another awesome idea, so many applications for this set up
GUYS! If your smoke+fire is only visible in wireframe and solid view, MAKE SURE YOU GAVE YOUR DOMAIN A MATERIAL (principled volume) and CHECK that you connected it to the volume input, NOT the surface one of Material Output Node.
I don't see the smoke when Im in the shading section. The Render tab doesn't have the options you are showing. Changing the colors doesn't change the smoke.
Thank you for your hard work all works apart from my missile's tip pointing upwards instead of at the target so they look like they're flying sideways.
I tried to do this a while ago and I couldn't get it right. I had most of the stuff but not some of the minor things that broke the sims that I did. Thank you for posting this I now know how to fully do this effect.
You have to STUDY Blender like a BRAIN SURGEON TO KNOW ALL OF THESE SETTINGS! The amount of "THIS DOES THAT" & "THIS MAKES THAT BUT ONLY IF THAT IS SAVED FIRST THEN DO THIS AFTERWARDS"' It's overwhelming for someone who doesn't spend time with blender like a DAILY FULL TIME JOB! Great amount of memory! Good job making it look easy!
15:00 The menus have changed since you made this video, where can I find Volumetrics or its current equivalent? I can't seem to locate it in the current version of Blender. Secondary question: my volumetrics (smoke, fire, etc.) are not appearing at all in the rendered view, and I can't seem to find out why or how to fix it. Is there a Blender 4.3-friendly fix you know of? EDIT: Turns out blender defualted to having its Viewport Display setting for these volumes as "wire" instead of "solid" or "textured". If you have a similar problem, just change the volume cube's Viewport Display setting to "solid" or "textured".
13:30 I tried using this, but the explosion still makes my missile trails thicker and I'm not sure what I did wrong, if anything. I even tried putting the explosion in its own collection, and it still bloats the missile trail. EDIT: I fixed it... somehow. Not entirely sure how, though.
After time 5:36, when i do bake and see in the weight paint mode i couldn't see the collision like yours, but incase i don't bake i can see the collision. Why is that error i am having can you help me with, thanks in advance.
Hi. Always been interesting, is this animation of deleting the cube really appears in your blender view or is it just a cool animation for attraction to video?
If you want shooting it from a cannon set velocity normal to 100 or more and gravity to 0 and then don’t change any XYZ and rotation to normal tangent and ur rocket will shooting in the direction u point, like more like unguided rocket
the red/green/blue color problem in EEVEE can be solved by doing command line render, most of the time it's more stable, especially with EEVEE. Thank you for the great video!
I can move the particle from sphere plane.But cant get the color change in the weight paint mode when particle hits the plane.ITs blue always.anyone with this problem?
You lost me around 3:16 with the rotation, mine do not go in the same direction, they are flying sideways. So when you started, your model went up sideways, mine went up straight, if that makes sense, so my rotation was off from the start.
Thank you for this valuable info, while following along, even though I enable the Rotation option, the Objects (Missiles) doesn't rotate towards the force field as yours do, can anyone let me know what to do? appreciated already.
That little black box in the lower left corner, that changes depending on what you have selected or doing... how do I get this to show? I am using Blender 4.2.3 and I do not see this box. Thanks :)
Why does it not do anything in weight paint mode I have gone back in the video and redone this multiple times but each time nothing happens in weight paint mode
Originally, Blender had a game engine until Blender 2.79. However it was dropped due to many reasons, one being that making an engine + 3d tool at the same time with a small team and limit budget is very challenging.
Love the video, great stuff. Problem is, once I add the impact explosions it slows my viewpoint playback to about 2 fps. I tried a number of simplify steps, and my computer has 32 gb and a NVDIA GPU. What do I need to do to run a smooth playback? Thank you!
Neat tutorial! May I hear little advices from you for one of my little problems what one of my practices/tests has? What I am trying to do: Making shells/cases flying out / ejected from gun, not with particles but with a solid object set to have animated collisions for flying out. What is the problem: After having set the flying path for the ejected case I tack off "animated" from collisions but in that exact frame it jumps immediately back into position from where it was animated to start.
I don't know if you still need help but you can make a Empty around your shell then Parent your shell to the empty you can then move your shell around with it jumping back
hi, thanks so much for such a clear and informative tutorial. I have been trying to follow it but my PC is really slowing down once I've added the explosions. My spec is as follows: Windows 10 64bit, i7-3930K @ 3.20GHz, 32GB RAM, GTX 760 gpu. Could anyone offer some advice as to how I could improve the performance and handling of a task like this? Thanks
Also don’t use eve for fire. It shows through solid objects. Render with cycles and bite the bullet on the longer times. However cycles is just as quick now for most renders just after I posted this u mention it lol. But cycles don’t use emission use black body in same way
Отвлекаясь от основной темы (просвящение людей в сфере моделирования), и не желая разводить политический срач, хочу отметить что ролик получился достаточно злободневным и остро-социальным😀
a weird workaround i found was joining my custom missile to the missile this guy provides and then just shrinking the provided missile so it cant be seen
Why don't my particles die when they collide with an object? I made the object a collision and a function for the particles to die when they collide with it.
I keep getting one Big Boom starting on frame one. Have gone through this 7 times and...Boom. But it does look really great...then the missiles arrive and fly into the flames. And now I don't get any explosion. No changes ...multiple files...none go Boom. I'm rendering @ this point to see what I get.
Loved the tutorial! Just dropping a few things here that I struggled with and found workarounds for: 1) Use a plane as the particle emitter instead of a sphere: With the sphere emitter - my custom missiles were getting launched out at all sorts of strange angles - my guess is because the default behavior for particle orientation is relative to the normal of the surface that the particle is emitted from - so if you have a sphere with face normals going every which direction, your missile can come out at every which direction. If you use a plane as the emitter, you can additionally select the Orientation Axis in the particle system's rotation box to get the right upwards initial alignment (for me, setting it to Global X did the trick) 2) The scale of all of your objects + scene really, REALLY matters for simulation parameters. My setup size-wise is about 4-5x the size of what was shown here, and with those larger objects there were a few things I needed to tweak with the simulation: 2a) The smoke velocity on the Z axis needs to be 3-4x higher to get a satisfying mushroom cloud. 2b) The simulation speed should also be closer to 1.0 at higher object scales, so your smoke and explosion clouds aren't moving in slow-mo (though it does look sick/stylized in some contexts). 2c) When making the volumetric shader / material for the smoke, you can keep the smoke density much, much lower, which makes sense, since the volumes you're dealing with are much larger. 2d) At larger scales, you might be forced to use Cycles as the render engine (rip GPU), due to the fact that Eevee's volumetrics are based on shortcuts that break down if your camera is hundreds of meters away from ground zero where the smoke is. 3) If you're struggling with getting the weight painting part working, especially at higher / more realistic scene scales, know that the 'particle radius' needs to be SUBSTANTIALLY larger for the particle brush to create those 'splots' on the explosion emitter plane's weight painting layer. 4) You can create another thin box or plane underneath the explosion emitter and set it as a 'fluid effector' in the physics tab to get the smoke to billow out in a flat plane instead of clipping through the emitter, just a small touch that makes it look better. 5) At higher scales - 1-2 missles coming out is all you need for good 'wow' factor - higher-volume smoke sims really show off a huge, billowing smoke cloud that can get pretty visually crowded/messy with more missiles impacting the same location. You could also have some fun by adding multiple force fields scattered around, and really randomizing the initial particle velocity so you can carpet bomb an entire area with explosions.
im not getting the smoke trails even after following the steps in video,can you please help me out?
Yep...Global-X...Otherwise they were hurdling in all matters of directions.
Oh...so why am I back here?
I don't get any impact explosions. Just an entire domain apocalyptic BOOM!
...and starting on frame 1...
I've deleated the particle emitter...still Boom...
I've tried modular baking...Boom!
No baking...no Boom? Cycles, EEvees,bake in eevees then play in cycles...
No baking, partial baking, no resume, sacrificed my 970...that didn't work so I had to get a 3080.😏
I don't use Windows, (Ubuntu) and because of that fact alone, I can install the latest Blender version and continue to not support Microsoft. Maybe it's a sign of what is going to happen...One Big BOOm...
And this one started out so well until, Boom. And the Boom looks great!
@@TushyaJha Did you check the Volume cubes' Viewport Display settings? I was having a similar issue, and it turned out that instead of "solid", blender defaulted to setting it as "wire", making the simulations invisible in rendered view. Just change that setting to "solid" or "textured".
I can't tell you how much I love doing your tutorials. I learn so much from you... 😉
I second that, thank you
Another tip, when you bake make sure you are on zero and not in the middle, if you bake the weight cache not all the missles will make a mark on the plane. Hope this helps anyone.
Thank you, that made mine work 👍
Is this how they did the war in Ukraine?
Thank you so much, I was wondering why it didn't show ANY spots, restarted twice, but then i read this comment. ur such a G
i have noticed this before... for my projects i made mistake of not having needle at frame 1 and then it got all weird and had to delete and bake all again....
What addon do u use to disintergrate the default cube... It's lovely to destroy it with animations
It's probably clever editing.
Ok ye
@@richard_robert but damn i want an addon like this haha
Looks like geometry nodes.
Rigid body multiple cubes with a delay to their release or a simple grid based particle system
GReat tutorial and i loved how Evee resembled cycles closely, that last tip of turning overwrite of.. i didnt know that, alwys rendering entire scene repeatedly... thank you so much
Thanks again to Skillshare sponsoring the video! Make sure to click this link to get a 1 month free trial! Only 1000 spots left! skl.sh/blendermadeeasy11221
Yes, I know I moved the sphere 6 grid units and not 5. I just wasn't paying attention😕
Can't believe this tutorial.
I made a observation on another creators channel about a week ago saying, since the introduction of geo nodes smoke, fire, fluid & particle tutorials seem to have disappeared. Creators seem to have the attitude of, if you can't do it with geo nodes it's not worth doing.
Thanks heaps for keeping some of the "old methods" alive & showing they're still relevant along side Gnodes.
You're a legend 👍🏼🦘
Damn, if only this came out a few weeks ago. I was doing a missile based simulation for a school project but couldn't get it to work properly, this would've been extremely helpful for that, but thanks for sharing for the future!
IN TIME 9:55 no smoke >> I cannot find smoke .. I follow you but no smoke. what I must do >> please
Not gonna lie that was the smoothest transition into a sponsor that I have ever seen 😂. Great work. Love the video. Got a new sub man.
I said the same thing 😂
if anyone if having trouble about their rockets being not on the right x or y axis he is using the X AXIS just to let you guys know in the beginning
Finally I understand why I can't bake! Saving the project cures it omg! Thank you for great lesson! I love it!
IKR. It's like if you don't use blender for 10 hrs a day you wouldn't know all of this. I feel your pain!
This is perfect for animating my strategical advantages in chess!
By about 3:15 my rockets are coming out sideways> Ive redone it twice now and get the same result. How can I turn them to shoot straight?
I got to 14:23, the materials tab and I can't see the smoke nor the explosions at all in the Viewport shading view. I'm following the node connections but tis not giving me anything
Can you make a tutorial of a flamethrower well explained and without skipping any step!? Please
I think it was your videos where I first learned about dynamic paint, used it for a couple of things since then. Thanks man, this is another awesome idea, so many applications for this set up
I have not started the video but I already liked it. Nice work
GUYS! If your smoke+fire is only visible in wireframe and solid view, MAKE SURE YOU GAVE YOUR DOMAIN A MATERIAL (principled volume) and CHECK that you connected it to the volume input, NOT the surface one of Material Output Node.
why cant I see those spots in weight paint mode? i did everything exactly like in the tutourial.
fr
I don't see the smoke when Im in the shading section. The Render tab doesn't have the options you are showing. Changing the colors doesn't change the smoke.
Hope you'll be able to create more VFX tutorials like this. Thank you!
Thank you for your hard work all works apart from my missile's tip pointing upwards instead of at the target so they look like they're flying sideways.
This is really cool and informative. 👍👍
I tried to do this a while ago and I couldn't get it right. I had most of the stuff but not some of the minor things that broke the sims that I did. Thank you for posting this I now know how to fully do this effect.
Every tutorial that I follow from this channel is great, thank you
You have to STUDY Blender like a BRAIN SURGEON TO KNOW ALL OF THESE SETTINGS!
The amount of "THIS DOES THAT" & "THIS MAKES THAT BUT ONLY IF THAT IS SAVED FIRST THEN DO THIS AFTERWARDS"'
It's overwhelming for someone who doesn't spend time with blender like a DAILY FULL TIME JOB!
Great amount of memory! Good job making it look easy!
This just what I’ve been searching for, Thank you… Dynamic paint Rocks! 😎👍
Yessss
15:00 The menus have changed since you made this video, where can I find Volumetrics or its current equivalent? I can't seem to locate it in the current version of Blender.
Secondary question: my volumetrics (smoke, fire, etc.) are not appearing at all in the rendered view, and I can't seem to find out why or how to fix it. Is there a Blender 4.3-friendly fix you know of?
EDIT: Turns out blender defualted to having its Viewport Display setting for these volumes as "wire" instead of "solid" or "textured". If you have a similar problem, just change the volume cube's Viewport Display setting to "solid" or "textured".
Such a marvellous person!
your pace and level of explanation is amazing thank you
13:30 I tried using this, but the explosion still makes my missile trails thicker and I'm not sure what I did wrong, if anything. I even tried putting the explosion in its own collection, and it still bloats the missile trail.
EDIT: I fixed it... somehow. Not entirely sure how, though.
After time 5:36, when i do bake and see in the weight paint mode i couldn't see the collision like yours, but incase i don't bake i can see the collision. Why is that error i am having can you help me with, thanks in advance.
some one answer this same error
bake all dynamics
Thank you so much, i did it. So amazing.
First you made the missile domain fire + smoke but then later it was gas. Which is it?
Hi. Always been interesting, is this animation of deleting the cube really appears in your blender view or is it just a cool animation for attraction to video?
Thanks!
My missiles right at the beginning arent curving the right way, theyre just kinda... getting tossed to the square. any advice?
A lot of techniques to remember , but I really like your work!!! Thanks
Great job, and model 😊
I'm trying to follow this along on blender 4.2 and I've got no smoke from the missiles at all.
If you want shooting it from a cannon set velocity normal to 100 or more and gravity to 0 and then don’t change any XYZ and rotation to normal tangent and ur rocket will shooting in the direction u point, like more like unguided rocket
17:02 hello at this time mark my smoke simulation doesn't update, it seems that connecting the flame data make the simulation disappear
This is so cool and exactly what I needed. Thanks!
Hello anyone!
in 11:27 what if forgot to apply the sclae what can happen? is it important?
the red/green/blue color problem in EEVEE can be solved by doing command line render, most of the time it's more stable, especially with EEVEE. Thank you for the great video!
This is really useful thank you for making the tutorial
Glad it was helpful!
problem - first missile hits and smoke comes out of PC, never can get beyond first missile hit
I can move the particle from sphere plane.But cant get the color change in the weight paint mode when particle hits the plane.ITs blue always.anyone with this problem?
my dynamic rotation doesn't work, it keeps flipping the missiles upside down or making them go crazy can someone tell me what is wrong
You lost me around 3:16 with the rotation, mine do not go in the same direction, they are flying sideways. So when you started, your model went up sideways, mine went up straight, if that makes sense, so my rotation was off from the start.
Fixed! So under Instance Object I clicked on Object Rotation and it made it all better.
Well, I know what I'm going to spend an afternoon playing with!
Turns out it was a lot longer than an afternoon.
Thank you for this valuable info, while following along, even though I enable the Rotation option, the Objects (Missiles) doesn't rotate towards the force field as yours do, can anyone let me know what to do? appreciated already.
I had the same problem & changed the rotation from hair to Z axis… now they are true. 😎
@@jamsterw3471 Dayumn man, thanks a lot, got fixed 👌
@@jamsterw3471 what is this under halp plz
Going perfect but no explosions. Twice upon retrys I keep not finding cache settings. Very difficult. I got Blender 4.2.2
Love this tutorial and have watched it many times. My missile is not aligning to the direction tho...thoughts?
That little black box in the lower left corner, that changes depending on what you have selected or doing... how do I get this to show? I am using Blender 4.2.3 and I do not see this box. Thanks :)
Totally awesome 👍
The smokes appear in solid and wireframe, but doesn't appear in other rendering
Very nice tutorial
Amazing tutorial, thank you so much!
Why does it not do anything in weight paint mode I have gone back in the video and redone this multiple times but each time nothing happens in weight paint mode
I have impact points showing up in the weight paint but I cant seem to get the fire/explosion to show up.
Thank you so much!
The stepping in the missile trail is probably due to inflow substepping being 0
hello! Why my mistles emmitet in a random way they thrown in different rotation positions and u got righ same direction for every rocket, how to fix?(
Great video . Can please suggest pc configration on which we can do these things. As I am confused .
Great! Thx!
I did everything you did but strangely I can't see the dynamic paints here 6:17
At 4:47 make sure you add a vertex group to the missile, and then select that vertex group in the settings of the plane
👍🏾👍🏾Eternal Thanks, you're Awesome, my Bro!!
how you would creat second shockwaves for the following missiles that influence the evolving black smoke...
p.s. great tut...thx...
sometimes i wonder what if blender developers made a game engine. It will be so powerful. Thank you for the tutorial
Originally, Blender had a game engine until Blender 2.79. However it was dropped due to many reasons, one being that making an engine + 3d tool at the same time with a small team and limit budget is very challenging.
@@tobi6758 why did they delete it though?
7:25 - Oh, yeah… That sh*t is coming again! xDD
Ohh, very good !
Thank you for teach me doing blender building
This is pretty dam cool!
Hi how to rotate the missile because my missile launch backward
Love the video, great stuff. Problem is, once I add the impact explosions it slows my viewpoint playback to about 2 fps. I tried a number of simplify steps, and my computer has 32 gb and a NVDIA GPU. What do I need to do to run a smooth playback? Thank you!
Neat tutorial!
May I hear little advices from you for one of my little problems what one of my practices/tests has?
What I am trying to do: Making shells/cases flying out / ejected from gun, not with particles but with a solid object set to have animated collisions for flying out.
What is the problem: After having set the flying path for the ejected case I tack off "animated" from collisions but in that exact frame it jumps immediately back into position from where it was animated to start.
I don't know if you still need help but you can make a Empty around your shell then Parent your shell to the empty you can then move your shell around with it jumping back
th-cam.com/video/zTVkyDvdrrI/w-d-xo.html
I learned it from this video hope this helps
Is there a way to hide the UV Sphere on render?
I'd appreciate it if you could tell me the CPU and graphics card of your PC. It takes too long from the viewport on my computer.
hi, thanks so much for such a clear and informative tutorial. I have been trying to follow it but my PC is really slowing down once I've added the explosions. My spec is as follows: Windows 10 64bit, i7-3930K @ 3.20GHz, 32GB RAM, GTX 760 gpu. Could anyone offer some advice as to how I could improve the performance and handling of a task like this? Thanks
i think we're just kinda fucked lol. i've got a ryzen 5 1600x and 1070ti with 32gb DDR4 and i'm also struggling a lot with this render.
3:07 This dynamic setting doesn't work anymore unfortunately
super like . swipe right . send more !!
The way the default cube vanished caught me off guard 💀
i have a problem, when i render the domains just appear as opaque rectangles. Does anyone know how to fix this?
when i go to the final rendered mode the explosions are invisible and i even re-did the whole tutorial and it still didnt work
Also don’t use eve for fire. It shows through solid objects. Render with cycles and bite the bullet on the longer times. However cycles is just as quick now for most renders just after I posted this u mention it lol. But cycles don’t use emission use black body in same way
Why does my last missiles are not emmiting fire like the first ones.....and my smoke is spreading in the domain rather than disappearing
Any chance you could share this as a VDB?
Thank you!
thanks
Отвлекаясь от основной темы (просвящение людей в сфере моделирования), и не желая разводить политический срач, хочу отметить что ролик получился достаточно злободневным и остро-социальным😀
Somewhere around frame 78 the fire and smoke on the missiles sputter out to completely off by frame 89. Any ideas on how to fix that?
go back unbake all of it and watch the part where he configures the missiles randomness
What do I do the miles are facing the wrong direction even with dynamic on what do I do???
a weird workaround i found was joining my custom missile to the missile this guy provides and then just shrinking the provided missile so it cant be seen
When the baking is finish I can't see nothing
Why don't my particles die when they collide with an object? I made the object a collision and a function for the particles to die when they collide with it.
In the new upate kinda glitched it a bit. All you have to do is
Great tutorial. Only problem i have is that the plane refuses to kill the particles, so they continue a little after the impact
I keep getting one Big Boom starting on frame one.
Have gone through this 7 times and...Boom. But it does look really great...then the missiles arrive and fly into the flames.
And now I don't get any explosion. No changes ...multiple files...none go Boom. I'm rendering @ this point to see what I get.
fire not appear. how to fix this problem?
The weight dynamic paint isn't working
спасибо!