View Full Version : XSI "smoke" (in max)
Was wondering how you would do the smoke/liquid you can see on the front of the XSI packs? www.softimage.com
Different techniques etc.?
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gaggle
11-26-2002, 11:36 AM
Magic always-valid answer: You'd do it by using plugins.
Water, smoke..? My first thought is Realflow (http://www.realflow.com).
Or just plain smoke? Can't go much wrong with Afterburn (http://www.afterwork.com).
Etc :)
Add to that that you can most likely fake your way through a whole lot by using the native MAX tools, I know Reactor has something water-related, and I've seen many examples of nice smoke from nothing more than a few Particlesprays.
Stroker
11-26-2002, 02:06 PM
This might help:
http://www.neilblevins.com/cg_education/water_fire_smoke/water_fire_smoke.htm
Read the rest of Blevin's stuff while you're at it.
Pyro2301
11-26-2002, 03:24 PM
It's been awhile since I heard this but I belive that image on the front of the XSI boxes is a deformed polygon. There's even a tutorial on it with XSI 2.0.
-Victor
BrandonD
11-26-2002, 03:53 PM
I don't think that's a fluid/smoke/particle generated image on their box. If it isn't a photo, it's probably just geometry. Wiro did a tutorial a long time ago with a cigarette and ashtray. The smoke looked beautiful, and it was just a NURBS patch. Of course this method only works well for still images, but if that's all you need (ie a product box) then that's fine. If you're going for that look in animation you need to do some tricky stuff with massive amounts of pixel-sized particles and low frequency turbulence.
Khepri
11-27-2002, 12:53 AM
those are particles, I'll look it up thursday at school.
MFreywald
11-27-2002, 03:21 AM
Tom Suurland did a very very nice cigarette smoke tutorial using a mesh and it's even animated VERY nicely. Here's the link..
http://www.suurland.com/tut_smoke/tutorial_cigarette-smoke_r3.htm
gundog
11-27-2002, 04:11 AM
to get a wispy effects, you can place particles on a path and do motion blur. it'll blur the direction of velocity. you can't get the same effect using turbulance and noise cause that just displaces them.
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