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stevester1
07-16-2006, 08:42 PM
How can I get my pyrocluster material to apply on my RF particles. I have an enviroment with the volume tracer applied. I have a null which has an xpresso tag (to import the RF particles) and I have my particle geometry in the scene. But if i render it renders out nothing. thanks for your time.

ChristianZ
07-16-2006, 08:57 PM
you can apply the pyrocluster shader to the particle geometry, but don't forget to pass on the particles in xpresso to the pShape node.

Not sure if you will like the final animated result because clouds appear static. We have already discussed a similar topic here:

http://forums.cgsociety.org/showthread.php?t=351280&page=2&pp=15

stevester1
07-16-2006, 09:23 PM
Ok well I got it, now I have a second question, I have a 3d bullet (it's cliche but it's good practice), my emitter emmits kind of a tube of particle rings, I don't know if youre following but this is my question. Is there any way I could tell cinema 4d to replace all the particles with a blur, because the particles are represented by extremely hot air, and I would like each particle to repreasent haze. I don't know if this makes sense, sorry.

ChristianZ
07-17-2006, 08:44 AM
For such an animation I would use the standard emitter inside C4D. It is much easier and quicker to modify the setup than realflow and you can adjust the opening of the emitter and the lifetime of particles. The emitter can be attached to the bullet and leave the clouds behind. For the particles one of the standard setting for steam (pyrocluster) might look good with some age-dependent increase of size, for example.

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