View Full Version : cigarette smoke and smoke rings - HOW ?

09 September 2004, 11:24 PM

Im looking for some help tutorials maybe with this thing Im trying to make

Im 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)

Ill be grateful.

And speaking about particles - how about some tutorial about a way of texture liquid

HV? (Im trying to make water coming out of garden hose)


Any help would be appreciated

Thanks in advance

lightwave user/ beginner

09 September 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 September 2004, 01:10 PM
I'd be curious to see the results of this!:bounce:

09 September 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 September 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 September 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 September 2004, 02:58 PM
digitalfusion particles

09 September 2004, 06:05 PM
Update so far the cig smoke Ive been able to make looks much more like campfire smoke to me but Im still working on it.

I have problem with the size of the HV particles Im 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 dont 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! Ive been able to make some water sea water landscape but Im 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.

Im still working on it...

09 September 2004, 07:25 PM
moony- theres a Demo_Smoke2.lws that comes with LW, check it out.

09 September 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 September 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 September 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 September 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 Im not sure what to do with that one since I having a problem with the Hyper Texture itself in the HV settings. I cant seem to find the right texture for a single sprite particle. It doesnt 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 cant find the LW cd right now- ohh Im 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 didnt 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 September 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)
30% lum
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
scale 4
power 3
freq 0.8
oct 6.0
texture amp = 150%

might help... i hope so..
could drop you some screen shots.. but ill do that later if needed....

09 September 2004, 08:31 PM
Iron goblin thanks a lot!!

Those settings really helped!

Now the smoke looks much better. Right now Im working on the movement with the

Wind streams

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 September 2004, 08:04 PM (

needs some work, but I think Ill have to add this to the DVDs :D

...another few tests, and (

09 September 2004, 11:42 PM
Hey howard. Looks cool! You are master of FX!!! :buttrock:

09 September 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 September 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 Wondering a bit how you made smokestrings come out like that. :)

09 September 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 September 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 dont 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 dont have a web site)

Ill 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 ! I made a null to be a particle emitter and animated it. Looking peaty nice! I guess I really learned something here J!

Ill 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 September 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 September 2004, 12:45 AM
Heres a quickie bit of cigarette smoke I created. With some tweaking it could work out pretty well. :)

Ed Bittner
09 September 2004, 10:51 AM
Hehe. I'm hoping this zip of this small test will load. Keep your fingers crossed!


09 September 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.:)

Ed Bittner
09 September 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.


Ed Bittner
09 September 2004, 11:30 AM
OK, now with a gust of breeze.


09 September 2004, 11:31 AM
Much much better. I like the ending of it too like a draft blew it apart. Very nice.:bounce:

09 September 2004, 02:26 PM
Nice use of Doughnut winds Ed!

Ed Bittner
09 September 2004, 03:19 PM
Thanks guys.


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