When you render the explosion, you must use the Explosion shader, which is applied by default to the explosion particle cloud. Other particle shaders are not designed to be used with the Explosion operator, so they will not render the appropriate results.
The Explosion shader defines the look of the particles, depending on the phases you have active for the explosion simulator: sparks, smoke, and flame.
For information on each parameter in the Explosion shader’s property editor, see Particle Explosion in the Shaders Reference.
For information in general about rendering particles and using the render tree, see Rendering Particles and Fluid.
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• Keep all light sources outside the explosion cloud’s bounding area so that the particles render properly. • Are there unwanted black spots in the explosion when rendering with the default settings? The spots you see are the default sparks particles that can be used to simulate sparks and debris from fires and explosions. Deselect the Sparks phase in the ExplosionOp property editor to prevent the sparks from being generated. |
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