cigarette smoke and smoke rings - HOW ?

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Old 09 September 2004   #1
cigarette smoke and smoke rings - HOW ?

Hello



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)







Help!!



Any help would be appreciated



Thanks in advance



p.s
lightwave user/ beginner
 
Old 09 September 2004   #2
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....

http://www.cgtalk.com/showthread.ph...highlight=smoke


Keep on truckin'
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Old 09 September 2004   #3
I'd be curious to see the results of this!
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Old 09 September 2004   #4
thanks ppl

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...
 
Old 09 September 2004   #5
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:
http://www.3dtrainingonline.com/examples/smoke_ship.avi

Heres a column of fire and smoke done with just geometry and a gradient texture:
http://www.3dtrainingonline.com/exa...moke_column.mov

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.

http://www.3dtrainingonline.com/examples/flow.avi

This next example is again using just geometry, a clip map and displacements.
http://www.3dtrainingonline.com/examples/fountain.avi

Some of these effects would work close up and others further away or in combination.
 
Old 09 September 2004   #6
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


 
Old 09 September 2004   #7
digitalfusion particles
=)
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Old 09 September 2004   #8
Update

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...
 
Old 09 September 2004   #9
moony- theres a Demo_Smoke2.lws that comes with LW, check it out.
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Old 09 September 2004   #10
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.
 
Old 09 September 2004   #11
quetion for bobakabob

Originally Posted by bobakabob: . 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
 
Old 09 September 2004   #12
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...
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Old 09 September 2004   #13
problems with HV texture

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.

Last edited by moony123 : 09 September 2004 at 01:46 PM.
 
Old 09 September 2004   #14
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)
shading....
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..

hypertexture
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....
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Last edited by IronGoblin : 09 September 2004 at 03:33 PM.
 
Old 09 September 2004   #15
Thank Irongoblin

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)


 
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