View Full Version : From DUST 'till dawn
juanra 03-30-2003, 04:37 AM Hi there, I'm working on a creature all made of rock (or stone), just like the one that appears in Galaxy Quest, and I want to add some dust when is moving, and when it stomps the ground... any suggestions?
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Supernova
03-30-2003, 09:18 AM
Particles....?
What exactly is your problem? You'r not sure which way to do it ir you dont know how?
Howdy!
Yep your question sounds like you'd be waiting for someone to tell you that your character would actually need dust : )
well i guess it does !
As Supernova says, particles would be the way to go, in many ways, but it'd be a little too long to explain how to do it here, you should find a couple tutorials on particles.
mouj
juanra
03-31-2003, 04:35 AM
Ok, What kind of particles do you think will have the best results for this kind of effect, do I need an external plugin?"
juanra:surprised
AndersEgleus
04-03-2003, 11:03 AM
Opacity mapped facing particles are free, so they're a good choice.
On the volumetric side, there's Peter Watje's (http://www.max3dstuff.com) free Particle Combustion.
Another way is to use Blur's (http://www.blur.com/blurbeta) Dustdevil in conjunction with Watje's (above) Particle Control and have multiple gizmos where each gizmo is connected to a particle.
And then there's the expensive way. Afterburn or Pyrocluster or something. Will give you very nice results fast.
SuperSpray is fine for the base particles, and remember, the Drag Spacewarp is your best friend.
Howdy !
Pyrocluster i think exists in free version (FreePyro), or at least used to, and would be indeed a good volumetric solution.
Else i was indeed thinking of a basic particles system, like a Spray (be warn that some of Max's particles system won't work with facing, for some reason), and as Anders says, use space warps, drag forces, gravity and winds, to constrain the particle's motion.
And if you're going for facing, then you'll have to create a map out of procedurals and PAge maps..
hope it helps a little more : )
mouj
Aaron Moore
04-04-2003, 11:56 PM
Alternatively you could just use a ton of small particles in several key areas with a noise cloud planner map and try to avoid using volumetrics.
BTW link you particle sprayers to various joints and you might be able to use a script to control the bursts of dust depending on the movement of a paricular joint.
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