View Full Version : Rolling thunderstorm clouds
spoondesigns 12-09-2002, 03:25 PM Hi,
I've got a gig that requires some illustrative (as in not necessarily photorealistic) rolling thunderclouds that rain comes from. I'm assuming that pyrocluster would fit the bill for the clouds, but am having trouble creating rolling clouds that stay in one place - if that makes sense. I need to see churning clouds that sit in one place and rain on a region.
Any ideas or suggestions?
Spoon
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CosmicBear
12-10-2002, 06:47 AM
what version are you using? 7 or 8?
if using 8 you can probably set up the particles for PC with TP
if you're using 7 (or if TP is still one big secret for you as it is for me) you could use the normal ermitters. you can ermit a certain amount of particles, that you keep in place by reflectors placed around the ermitter in form of a cube. in order to have not moving in straight lines, you can put a turbulence-object into this 'reflector-box'
hope, that gives you an idea...
spoondesigns
12-10-2002, 12:39 PM
Thanks for the tips. I'm in R8, but am using traditional emitters and pyrocluster but am really having a hard time achieving the right "look." I've been trying to do it with two emitters back to back (one pointing down and one pointing up) with Friction objects to slow the path of the emitters - but it's all just looking kind of like a square moldy wafer in the sky.
I'll keep going and report in. Thanks again
JoelOtron
12-10-2002, 02:01 PM
One method you might want to try, just to get the proper form for the cloud, is using Nikl on a flattenned sphere, setting the deformation to "world" then move your sphere slowly through the sky. It will roll in on itself like a cloud might. Then play with some animated SLA bump shaders and use sla fresnel in the transparency channel to have soft edges.
spoondesigns
12-10-2002, 07:15 PM
Originally posted by JoelD
One method you might want to try, just to get the proper form for the cloud, is using Nikl on a flattenned sphere, setting the deformation to "world" then move your sphere slowly through the sky. It will roll in on itself like a cloud might. Then play with some animated SLA bump shaders and use sla fresnel in the transparency channel to have soft edges.
Perfect.....for the illustrative purposes at hand, that works great - and SO much faster than pyrocluster. Thanks for the great idea.
spoon
:applause:
JoelOtron
12-10-2002, 07:26 PM
:thumbsup:
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