View Full Version : cigarette smoke and smoke rings - HOW ?
09-06-2004, 11:24 PM
I’m looking for some help – tutorials maybe – with this thing I’m trying to make –
I’m trying to mimic cigarette smoke and smoke rings.
What is the best way doing that?
Particles? volumetric light with some smoke texture ?? And how?
If anyone knows a detailed tutorial Explaining that (or something close)
I’ll be grateful.
And speaking about particles - how about some tutorial about a way of texture liquid
HV? (I’m trying to make water coming out of garden hose)
Any help would be appreciated
Thanks in advance
lightwave user/ beginner
09-07-2004, 07:34 AM
If you are looking for something like the image below, im sure i can help you...
or maybe this..?
You can find a thread here on how to do it....
Keep on truckin'
09-07-2004, 01:10 PM
I'd be curious to see the results of this!:bounce:
09-07-2004, 02:51 PM
Hey thanks Irongoblin
This is the first thread that gives me some idea of what way I should try making real cig smoke -
I read the the thread and I'll try some of those and i'll be back to you !
nothing on liquid with HV though...
09-07-2004, 07:46 PM
You can do smoke effects with or without HVs. The same with liquids. Displacements and texturing can get you a long way.
Heres a smoke effect done with one HV sprite:
Heres a column of fire and smoke done with just geometry and a gradient texture:
This next one was done by spraying particles and using HVs. The droplets are deflected using a collision object.
This next example is liquid moving thru a glass tube using just displaced geometry.
This next example is again using just geometry, a clip map and displacements.
Some of these effects would work close up and others further away or in combination.
09-07-2004, 09:36 PM
Hi, Moony123, the smoke here was created using hypervoxel sprites from a particle emitter parented to the ciggie. Luminosity was turned down and the 'smokey' texture setting applied along with a blue - white gradient to vary the blue nicotine colour... You'll need to experiment with the size variation setting to get that element of randomness :)
09-08-2004, 02:58 PM
09-08-2004, 06:05 PM
Update – so far the cig smoke I’ve been able to make looks much more like campfire smoke to me – but I’m still working on it.
I have problem with the size of the HV particles – I’m not sure what size they should be in order to make the cig smoke very thin at the start of the animation and still look like more like cig smoke and less like camp fire smoke/
The particle movement is also a problem – they always go up and I don’t know how to make them follow an imaginative curly path (again at the starting of the animation – before the start spreading)/
SplineGod – thanks for the examples/ those droplets and the glass tube both looking very good but my knowledge as far as it goes to texturing – especially water – is still not good enough to get that affect! I’ve been able to make some water – sea water landscape – but I’m not sure about texturing Liquid HV – how to texture them in the right way (- the water tube is close to what I want to achieve)
Bobakabob – thanks for the example – again – I will be defiantly happy if I will achieve that kind of anim for the smoke.
I’m still working on it...
09-08-2004, 07:25 PM
moony- theres a Demo_Smoke2.lws that comes with LW, check it out.
09-09-2004, 08:52 AM
Moony123, thanks, I would give more details re: the settings but my files are on a different computer. I'd definitely suggest combining smoke textures with gradients in the surface channels as well as turning down the overall intensity of the effect to something like 50% which makes the smoke more subtle. Howard's advice is really good, there are a variety of scenes on the LW disc you can pull apart to figure out how they work.
09-09-2004, 10:14 AM
. I'd definitely suggest combining smoke textures with gradients in the surface channels .
by smoke textures you mean smoky 1\2\3 procedurals?
and on which channels exactly? I lost you i'm afraid
09-09-2004, 10:20 AM
When it comes to the path of the smoke i suggest using multible windsystems.
Use a directional windsystem pointing up near the glow of the cig. On the same place you could add another windsystem with a slight randomness to it.
Add a couple of more (stronger) random windsystems (and add some rotation to them) where you want the smoke to spread out.
About size... use a gradient to control the particle size. Smaller near the glow, and larger further up. And on sprites (i used sprites) you should use gradients to control the opacity and density on the shading tab.
hope this helps...
09-09-2004, 01:41 PM
Hey Iron Goblin
Yes I used sprites with gradients on the size (increases with particle age) density (high at the start and then decreases with particle age)
Opacity –I’m not sure what to do with that one since I having a problem with the Hyper Texture itself in the HV settings. I can’t seem to find the right texture for a single sprite particle. It doesn’t look the right cig smoke no matter what I chose/.
If you found that old scene I sure would appreciate if you tell me what settings did you use for the Hyper Texture/ I know it sound weird but I can’t find the LW cd right now- ohh I’m sure it somewhere – just not where exactly…. J
The luminosity – I just put it on 40% and I used another particle age gradient on the dissolve channel.
The amount of the particles is very confusing. I tried a lot of them with smoke size – didn’t seem right. I tried few growing bigger with particle blur – looks bad.
How do you stretch the hv particles along the path? ( i have those little puffes along the way that not suppose to be there - that is why i tried particle blur and streching )
…Beginner have I mentioned?
About the movement I used a moving null that is a particle emitter.
09-09-2004, 03:13 PM
hmm.. well.. dunno if lw8 loaded this scene right... (did it in 7.5)....
So these are hvsettings..
set scale at about 40 mm....
20% size var..
stretch direction set to velocity
and stretch amount set to 100%....(hmm.. strange)
opacity set to 0 and gradient on particle age...values 50-30-0 over about 142 and an additive smoky1 procedural texture set to 30%
density set to 20 and gradient on particle age.. values 40-50-0 over about 210
the gradients goes all the way up tp 220..
dented size 150mm 150 mm 150mm
texture amp = 150%
might help... i hope so..
could drop you some screen shots.. but ill do that later if needed....
09-11-2004, 08:31 PM
Iron goblin – thanks a lot!!
Those settings really helped!
Now the smoke looks much better. Right now I’m working on the movement with the
1 question though: With what kind of generator did you use\ or find best? (For the FX emitter)
Generated by sec or by wind?
I finally found the scene HowardM suggested - Demo_Smoke2 (content CD).. And it is Good Ref for that I think// (thanks HowardM)
09-12-2004, 08:04 PM
needs some work, but I think Ill have to add this to the DVDs :D
...another few tests, http://www.3dink.com/cig2.mov and www.3dink.com/cig3.mov (http://www.3dink.com/cig3.mov)
09-12-2004, 11:42 PM
Hey howard. Looks cool! You are master of FX!!! :buttrock:
09-13-2004, 01:10 AM
Heres a column of fire and smoke done with just geometry and a gradient texture:
that's an awesome vid. I'm impressed. :thumbsup:
09-13-2004, 05:46 AM
Sorry for the late reply. Been away over the weekend.
I used two emitters (one for each smoke-string). Both are spherenozzles.
Nice smoke, HowardM. Really liked cig3.mov. Wondering a bit how you made smokestrings come out like that. :)
09-13-2004, 10:33 AM
IronGoblin – thanks for the answers and for all the help!
About the smoke rings – I made a flat ring object in Modeler and in layout made the ring to be a particle emitter. The particles go upwards and then lose the ring form gradually and with some wind help from above the rings are spreading/
09-13-2004, 10:36 AM
Well thanks to you all very good advise I managed to do something that I hope is closely enough to be smoke rings – but apparently since I don’t have enough posts here I guess I can't show it to you (rules says that I must have 30 posts or so I have been read and I don’t have a web site)
I’ll keep working on it –both Cig smoke and smoke rings. -You all gave me a very good start point to understanding what particles are all about so thanks a lot /
HawardM – one of my tests with Cig smoke (during this thread posts) is close to what you did here on the cig.mov ! I made a null to be a particle emitter and animated it. Looking peaty nice! I guess I really learned something here J!
I’ll keep posting and hopefully - when I get to the point I can post here the results I will do that.
P.s sorry for the really bad grammar. English as u can guess is not my first language
09-13-2004, 01:35 PM
Yep, great stuff, HowardM... checked your video out a few days back. Amazing what dynamic effects are lying under Lightwave's hood and your use of them is really creative.
09-14-2004, 12:45 AM
Heres a quickie bit of cigarette smoke I created. With some tweaking it could work out pretty well. :)
09-14-2004, 10:51 AM
Hehe. I'm hoping this zip of this small test will load. Keep your fingers crossed!
09-14-2004, 11:00 AM
That looks really good Ed, but i think it needs to grow in size over the lifespan instead of staying so consistent. Other than that, it looks really good.:)
09-14-2004, 11:08 AM
Yeah, using a dissolve envelope and some fractal noise as a displacement in world co-ordinates should do it. Just a test though.
09-14-2004, 11:30 AM
OK, now with a gust of breeze.
09-14-2004, 11:31 AM
Much much better. I like the ending of it too like a draft blew it apart. Very nice.:bounce:
09-14-2004, 02:26 PM
Nice use of Doughnut winds Ed!
09-14-2004, 03:19 PM
01-19-2006, 05:00 AM
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