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flicker-free
09-14-2002, 09:27 PM
Greetings,
I'm working on effects for a live action movie and the director wanted to make souls that are glowing, gaseus balls of energy with a tail that trails it, like a slow moving, hypnotic comet. The look he wants is similar to the gaia in Final Fantasy X. I was hoping someone could help explain a way to go about doing this as I've never really worked with particles before, if that is even the way you would do it. Any tutorials on the subject would be greatly appreciated. Thank you. I've attached some reference images on what we're going for.

http://www.ffinsider.net/image.php?loc=/ff10/ss/167.jpg
http://www.ffinsider.net/image.php?loc=/ff10/ss/170.jpg
http://www.ffinsider.net/image.php?loc=/ff10/ss/172.jpg

alphatron
09-14-2002, 09:37 PM
Your best bet would probably be hardware particle rendering and adding a glow and motion blur in a compositing application. The movement of the particles could either be handled by fields such as vortex, or be animated along a path. You could set a ramp to the particles color and life for the rainbow color seen in the picture.

I wouldn't be able to give you any specifics as I've never attempted anything similar my self.

Good luck!

alphatron
09-16-2002, 09:07 PM
I'm wondering if Maya 4.5's new fluid effects would be able to help you out. Maybe someone here can add something else?

flicker-free
09-17-2002, 12:33 AM
thanks, alphatron. I'll mess around with your suggestions. I'm sad that 63 people have viewed this post, but they you're the only one nice enough to reply.

alphatron
09-17-2002, 02:59 AM
Here's an idea:
The bright head of the soul could be a sphere that is also a particle emmiter, and the sphere can be a rigid body that is affected by fields like wind and stuff so it drags the emitting particles behind it, and you can put a glow on the sphere so it looks like a core.

Maybe the reason noone has responded is because you don't have an avatar.

Per-Anders
09-17-2002, 04:09 AM
what about using a soft body tube (without goal) as the tail? attached to your light/spehere... i think using a light with a good halo on it should do the trick for the head... then use a gradient attatched to the incidence angle for the transparency (i.e. fresnel) and some gradient remapped noise on a global texture position for the colours of the tail... might work with a bit of tweaking... maybe use glow and hide original object too for the tail

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