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![](https://static.wixstatic.com/media/11062b_6a134fc09ea34833a17d295e295ab517f000.jpg/v1/fill/w_1920,h_1080,al_c,q_90,enc_avif,quality_auto/11062b_6a134fc09ea34833a17d295e295ab517f000.jpg)
Particle Shockwave
![](https://static.wixstatic.com/media/b40725_7d797b1ca57f4ce088199389f328a5b9.png/v1/fill/w_854,h_480,al_c,q_90,usm_0.66_1.00_0.01,enc_avif,quality_auto/b40725_7d797b1ca57f4ce088199389f328a5b9.png)
![](https://static.wixstatic.com/media/b40725_05d367fc21ac41db83acb0ec5fad19f0.png/v1/fill/w_854,h_349,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/b40725_05d367fc21ac41db83acb0ec5fad19f0.png)
The Particle Shockwave effect I did for short film: Plank. The director of the animation short required a Super Saiyan Energy effect and a shockwave.
I did the particle simulation in Houdini, I first used pyro simulation to get a general motion, and then use advect by volume node to drive the particles according to the velocity field from Pyro Sim. For the shockwave effect, I used small particle simulation generate a shockwave of particles, then I used them as the source of smoke and velocity for the smoke sim. Finally I generated roughly 70 million particles using the PRT exporter( which serves the same purpose as WEDGE to output multiple version of cache) to export the particles to render in Krakatoa.
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