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bangiepangie
10-26-2006, 09:56 PM
Is there an easy way to create smoke billowing from a plane?

murcielago
10-27-2006, 07:28 AM
Partlcles combined with Hypervoxels.

spellis32
10-27-2006, 08:50 AM
Hi Gavin,


Use an partical emitter with Hypervoxels! Depending on how much detail for the smoke you want, you could use sprites or if time is no factor, use volume for the voxel type.
Cheers

HowardM
10-27-2006, 09:46 AM
buy Dynamite (www.cantarcan.com) :)

Ed Bittner
10-27-2006, 03:09 PM
It can be done without spending any more cash.
E.

HowardM
10-27-2006, 03:52 PM
heh of course Ed, but youre not helping me convince NT to integrate Dynamite into its 'wonderful new FX engine' its creating for LW10.... ;)

coryc
10-27-2006, 05:00 PM
Howard, did you just come from the pub?

HowardM
10-27-2006, 05:19 PM
heh, no, but am about to go to one! :thumbsup:

cheers!

Zarathustra
10-27-2006, 07:07 PM
Boy, that's gonna be quite a version then. New dynamics PLUS CA tools? Oh well, dare to dream, right?

Jockomo
10-27-2006, 07:39 PM
www.3danimationonline.com/HelicrashSFX.mpg (http://www.3danimationonline.com/HelicrashSFX.mpg)

Try to use as few hypervoxels as possible. When I first started trying to do this I was using a bunch of them, but found that the render time was impossible. Eventually I used only a few large ones and let the texture in the hypervoxels do the work rather than the particle simulation.

bangiepangie
10-29-2006, 05:36 PM
Brilliant! After a few hours experimenting I now have billowing smoke. To put the icing on the cake, how could I have the orange glow at the source point to simulate fire. Would this need to be another particle emitter or can it be done from the original smoke one?

Ed Bittner
10-29-2006, 09:53 PM
Another emitter.
Howard, I'm right there with you!
E.

HowardM
10-30-2006, 10:43 AM
well you could throw another emitter in and make it fire, and/or in addition, use a gradient on the smoke HVs to make them firey red then fade to grey...

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10-30-2006, 10:43 AM
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