PDA

View Full Version : "steam-train" smoke effects


Emporio
04-27-2002, 02:51 AM
Does any of you know how to make som nice cartoony billowing smoke?I did another post somewhere else asking for help on a litlle smoke sim with particles, but it looks pretty much too "real"...
And I'm not using a cartoon shader or anyting, and don't want too..

Any help would be aprreciated, perhaps just some settings on SuperSpray that might make kind of like a Cartoon "steam-´train" where it kind of like puffs out in big balls and then running slow, and the again a big steam...

Thanks

//Emporio

zkydz
04-27-2002, 08:46 PM
"Cartoon Steam" kinda throwing darts at a big board there, eh? What did you have in mind? can't expect a proper reply without and example of what you want.

zkydz

Emporio
04-28-2002, 12:39 AM
Year, I was lacking a bit with the info, but I'm having this Final project these days, and are so busy with it!
I made a nice particle smoke sim, but it looks "too real" to fit the invironment!

WIth the "steam-boat" effect, I was thinking of the old Disney Cartoons where the "smoke kind a exits the funnel in "balls" with a little puff...and for a little while little is coming out, and then another "ball"...etc...
Do you get the picture?

Thanks in advance...

Regards, from the northern climes of Scandinavia

//Emporio

zkydz
04-28-2002, 04:06 AM
Particle system, sphere shape, small intervals, long fade with travel made with wind, appropriate shader for cartoon effect.

zkydz

amckay
04-28-2002, 01:39 PM
I had to recently create a smoky explosion for a feature I had to jump onto at the last minute. I used afterburn to create my smoke since it has a nice toony shader int here which was quite handy to use. Basically if you enable clamped output in the afterburn renderer and then set up colour one to be a blue or black colour of the shadow and colour 2 to be a white colour for the smoke, enable raytraced shadows and up the shadow samples a bit you'll be able to make a really nice smoke shader.

The originally freelancer who was meant to work on the shot was going about it a different way in Maya by making sphere's with a cel shader on the top and blurrying it. It didn't really work, but if you don't have afterburn then something along these lines might be useful. Make a chunky bunch of spheres by making a sphere with noise on it, and then make a material with a falloff texture in the diffuse slot with a very sharp falloff curve and put a light that casts shadows into the scene. Set up as a particle system this should make a nice cartoon look.

if you check on 3dluvr.com under the maxed out section there's a few tutorials on cel shaders I've written which might help with this.

Hope that helps,

Allan McKay
www.3dluvr.com/machette/

CGTalk Moderation
01-13-2006, 05:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.