PDA

View Full Version : problem with facing particles


Tims0l
10-12-2003, 04:01 PM
I made a vehicle which is emiting a lot of smoke. The smoke looks fine but i heve a few problems with with the fact you can see some of the squares of the faces through the smoke.

I used a gradient ramp under the opacity map. changing to a bitmap doesnt solve my broblem.

all help is welcom!!

Ls3D
10-12-2003, 04:33 PM
Der JPG looks pretty good,..

You might need to mask the specular color or turn off any specular values if you see the emitter face.

Let us know when the fix is in.

-Shea
www.Ls3D.com


:cool:

ostov
10-12-2003, 04:47 PM
Maybe make them smaller and add more particels. That helps when I do it...

Tims0l
10-12-2003, 06:34 PM
Originally posted by Ls3D
You might need to mask the specular color or turn off any specular values if you see the emitter face.


there is no speculair in there :s
so this canot be the problem any other suggestions?
I think it has something to do with the opacity map but dont know what..

Originally posted by ostov
Maybe make them smaller and add more particels. That helps when I do it...
that will change the way te particles look like, flow and make the heavier to render
the problem is still there it only smaller so it harder to see

thanks for al your suggesstions, but it is still not working this is driving me mad!!!!!

magicm
10-12-2003, 08:21 PM
this is probably caused by the fog effect you've used.. try setting the fog type to exponential. maybe that helps

good luck
Martijn

Tims0l
10-12-2003, 10:56 PM
Originally posted by magicm
this is probably caused by the fog effect you've used.. try setting the fog type to exponential. maybe that helps


no that cant be the problem.
I turned of al atmosperics on the particle system.

sorry I didnt mention that up there :blush:

Ls3D
10-12-2003, 11:54 PM
I know I have fixed this problem before,...

I'm wondering about pre-multiplied alpha,..

Or could video color check be limiting your pure black?..

Is it a map or procedural, like a gradient that is in the opacity channel?

-Shea
www.Ls3D.com


:cool:

Tims0l
10-13-2003, 12:33 AM
video check is turned off and yes it is a gradient ramp.

I tried to replace the gradient ramps with bitmaps so i rendert them into jpg and replaced the gradients ramps with them but the problems remains :banghead:

not sure on what you mean by the premultiplied alpha suggestions what do I have to do with it?

thanks for your suggestions though, makes me feel I am not alone in this harsh world of 3d max.

Invader Zim
10-13-2003, 01:52 AM
A little bit of motion blur on your particle system might just do the trick - subtle, just to make the smoke a little bit blurry.

JaseP
10-13-2003, 03:18 AM
You remembered to check 'face map' in the materials editor....right?

Just checking.. :)

Martijn Wijmer
10-13-2003, 08:55 AM
I might be wrong on this one, but it looks like you are also using a smoke map in your gradient (?) I don't know if you used different ones in every gradient color, but if so, you should change their size. Really hard to tell from your render though. Maybye you could post the max file or a printscreen from the Mat. Editor?

Joorsje
10-26-2003, 08:02 PM
I am having similar problems. I think it has something to do with the motion blur. Motion blur blurres the whole square of 1 particle. So it also blurs the almost invisible part, what results in a blurred background.

I am still searching for an answer, I just found the option 'work with transparency' ( in max 6 it's just 'transparency') in the Default Scanline render option menu, but I get even weirder results that way... Maybe it helps for you?

Tims0l
10-26-2003, 09:54 PM
Didnt suspect a reply on this thread anymore. thanks for the effort!

It is not in the motion blur. I turned that one off. some people suggested to turn it on ironicly.

cant try the max 6 option because I dont have that one.

still looking for the answer :cry:

but... bedankt voor de moeite!!

kahuna031
01-13-2004, 01:34 PM
is'nt it just the gradients noise value that should be changed? Could'nt you just lower the color 2 value in the gradient to let the black have more influence over the opacity map? that way the noise wouldnt reach the edge of the map.
Do I make sense?`

If you have animated this, how did you fix you're maping to stay on a single particle, my partricle system keeps maping after worldcoordinates.

Tims0l
01-13-2004, 02:17 PM
wauws0ls.. one of my first threads is bumped up again!!

but the soltution you suggested is not the answer here I allready looked at that one at the time. thanx for the reply though.

I allready finished the project so it wouldnt have helped me for that one. just for future reference ;)

to answer your question: did you turn on "facing" in the material editor?

heavyness
01-13-2004, 04:01 PM
don't know if it been answered and if Tims0l is done w/ his project, but here ya go anyways....

http://www.all3ds.udream2.com/smoke.jpg

add a MASK in the opacity slot, then two GRADIENT maps. the one in the MASK slot should just be a radial gradient. the MAP slot should get the same radial gradient, but add some noise to it. then i always add a smoke/noise combo in the DIFFUSE slot. i also make sure the particle system has its own light, that way you can control the shadow, darkness, and other effects of the particle system.

CGTalk Moderation
01-16-2006, 07:00 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.