View Full Version : creating cig smoke that reacts to a bullet passing
MIN_ELLIOT 02-20-2003, 02:07 PM I’m trying to create Cg cigarette smoke in a live action plate (the charther will be 3d too) that will react to several bullets cutting through it any idea on how I would start
thanks
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maya fluid effects can simulate polygons and nurbs passing through them. its not hard and its damn quick.
mtheory
02-20-2003, 03:48 PM
I'd just use an emitter for the smoke and make the bullet an active rigid body.
acidream
02-21-2003, 03:29 AM
the idea mtheory suggested would work. I might add that if the rigid body alone is not causing the smoke to react enough, then you could parent a radial field to the bullet, so as it passes through the smoke it will push the particles away.
sb
If you don't have Fluid FX try using cloud particles and an Air field with the Wake option enabled, crank up the magnitude and attentuation then parent it to the bullet.
MIN_ELLIOT
02-21-2003, 12:39 PM
I have fuild effect, but have not use it yet Im trying to get the bullet to have a trail on it from the smoke to follow after it cut through it and I want to achieve a photo realistic quality
Well that's simple. Make the bullet a particle emitter and turn up the rate as soon as it hits the smoke. To get the interaction with the smoke use the Air field as I explained above. For rendering Particle Cloud or Smoke (from the FX menu) would be best.
edit: That's if you don't want to try fluids...
Kabab
02-23-2003, 03:41 AM
Use fluids for sure on this one maybe start of by using the smoke example they have for cigarette smoke.
Just make the bullet a collision object with the fluid, the size shap and speed of the bullet will determin the motion of the smoke should look very realistic.
MIN_ELLIOT
02-23-2003, 05:11 AM
I will give it a try and see if it works thanks question for you how can I all get the bullet to give off a trail in the distance like the bullet effect use in the matrix?
I think quite a few people have copied this effect before but here goes:
Make a tourus, squash it, decrease it's height ratio and keyframe the radius getting bigger. Duplicate it a few times with "Upstream Graph" to retain the keyframes. Offset the animations by a few frames progressively on each tourus and space them out a bit. A raytraced glass shader will do the trick and put your footage on a card behind so it has something to refract.
Here's an animated gif of what i'm explaining, just a playblast...
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