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stevedeer
10-16-2002, 02:52 PM
hi all

Got my back against the wall here. I need to create white smoke coming from a genie's magic golden lamp.

It just needs to be rough as it's a spec job. Any easy way to do this (hopefully without emitters etc, I haven't got that far into cinema).

Guidance appreciated.

regards

steve

stevedeer
10-16-2002, 03:02 PM
oh!

and it would be nice to use spheres to get my smoke shape then shader them.

any ideas?

steve

derwolpertinger
10-16-2002, 03:32 PM
there is a thread about smoke in this forum. just search for a thread called smoke and you'll find it. i think you can use spheres with a fresnel shader in the alpha channel and some noise and a bit of luminance in the colour and luminance channel. but it hink it would look best if you emit visible lights (with noise) out of the lamp. then place some particle modifiers, like turbulence and rotation..wind above the emitter to achieve a morre irregular look.
hope that helped you out! :)

stevedeer
10-16-2002, 03:58 PM
here I am so far (as I said just rough, to plan the thing out)...

steve...

AdamT
10-16-2002, 04:00 PM
Not bad! What method did you use?

stevedeer
10-16-2002, 04:09 PM
adam

there's about 6 omni lights scaled and positioned, no radiation, no shads, visible and noise (hard noise, lot's of contrast)

It's for a 'sale' catalogue cover, I've got to get the word 'sale' slowly coming out of the spout and getting bigger.

i get all the good stuff ;-)

steve

CosmicBear
10-16-2002, 04:26 PM
if it's only for a still and you want the smoke turning into the letters of the word, i would suggest airbrushing it in photoshop. gives you much more controll over the smoke.

if you want to stick with cinema, i would suggest to add a bit of grey to the smoke to give it more structure and more volume

LucentDreams
10-16-2002, 06:18 PM
not sure specifically waht type of smoke you want, yours is looking a little billowy I would think it would be more wispy so I soud use sweep nrubs a nickl deformer and some animated noise in the alpha channel to create that growing wipsy like smoke.

flingster
10-16-2002, 07:24 PM
i think its pelham design do a free smoke shader if that would help? unfortunately can't fine the link...smokeit i think i was called...not sure about getting it white though. someone else might know the link...otherwise will probably be in plugins section on maxon.net
good luck

LucentDreams
10-16-2002, 07:35 PM
Yes smokeIT is great and pretty fast.

http://www.pelhamdesign.com/index.html

seems they recently updated the site, old content new look, hope dreamworks doesn't see the new site ;)

flingster
10-16-2002, 07:52 PM
Kaiskai: Cheers...new someone on here would know.:thumbsup:

LucentDreams
10-16-2002, 08:00 PM
of course, love the pelham shaders, especially smokeIT. I mean they were my source for fresnel (edge FX cray plugin) before bhodinut released its for free for XL 6. Still use smokeIT myself, prefer it to PC in most cases sinces its easier and faster, but lets be honest PC can do a lot more. for simple needs it is awesome and unlike using visible lights it actually casts shadows

matty2x4
10-16-2002, 08:31 PM
MAN where where you when i was looking for smoke?
http://www.cgtalk.com/showthread.php?s=&threadid=21995
I had given up and was going to try it in post, but you have shone a little wee light at the end of the tunnel... so off i go again.
2x4

flingster
10-17-2002, 07:23 PM
matty2x4 : Ooops sorry bud...

Kaiskai: Probably a basic question....I was playing around with smokeit awhile ago, any ideas why if i say deform/twist a cone with the shader attached i got a stripe down one side....
didn't think its a mapping issue but never had time to take a good look?

LucentDreams
10-17-2002, 08:03 PM
depends on which issue, there are two is you place the dafult onto a cone and twist the cone. First you need to increase ray depth a lot to get rid of the black, but you'll see these weird lines still correct? well thats actually due to smoothing cause the twis is twisting the heck out of polygons creating weird twisted shading simply increase the smoothing from 80 to something like 150 and they should be gone.

flingster
10-17-2002, 08:52 PM
Kaiskai: you're a star matey...i knew it would be something simple. :applause:

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