jakerupert Posted April 29, 2010 Posted April 29, 2010 Does anybody by chance have a puffy cloud smoke emitter for a cartonny car, that he could post here for me to examine and use? Thanks a lot Quote
pixelplucker Posted April 29, 2010 Posted April 29, 2010 The black outlines looks pretty good, maybe make them just solid lines and not sketch and use a sprite emitter. Quote
johnl3d Posted April 29, 2010 Posted April 29, 2010 modified sprite to show in toonmode...added stroke in photoshop..did this rather quickly so could be cleaned up pufftest.mov mp4 version: pufftest.mp4 project and sprite in zip pufftest.zip Quote
NancyGormezano Posted April 29, 2010 Posted April 29, 2010 modified sprite to show in toonmode...added stroke in photoshop..did this rather quickly so could be cleaned up Hoo hoo - very cute! Quote
jakerupert Posted April 29, 2010 Author Posted April 29, 2010 Sorry, seems I didn`t make myself quite clear here. My scribble was just meant to illustrate these small seperated puffy clouds, but not meant to be rendered in toonshader. Just normal fx smoke with these certain shape and animation. You cartoon clouds are looking very good though. Thank you. any mat emitter anybody that makes that puffy clouds? Quote
jakerupert Posted April 30, 2010 Author Posted April 30, 2010 Very nice, but I am thinking more of a streak-emmitor like I found in the attachment, but this more to the shape from my first post.... EmmitorSmoke0.mat DcartestSmoke300410.mov Quote
pixelplucker Posted April 30, 2010 Posted April 30, 2010 Very nice, now it looks like a FORD hehe Quote
jakerupert Posted April 30, 2010 Author Posted April 30, 2010 Actually I am looking for something similar to this. These are just modeled shapes. After some more fiddeling I got an emmitor like this, But not the puffycloudshape, just a ballshape, no change of size and transparancy during exhaust... DcartestSmokePuffy300410.mov mp4 version: DcartestSmokePuffy300410.mp4 EmmitorSmoke_A_Dcar.mat Quote
johnl3d Posted April 30, 2010 Posted April 30, 2010 try playing with these settings apufftest.mov mp4 version: apufftest.mp4 pufftest.prj project uses dim tga in sprites folder under materials in data from Hash Quote
jakerupert Posted April 30, 2010 Author Posted April 30, 2010 Thanks a lot John, I will asap.... Quote
Hash Fellow robcat2075 Posted April 30, 2010 Hash Fellow Posted April 30, 2010 Here's my version of puffy exhaust http://www.hash.com/forums/index.php?showtopic=38007 Quote
Paul Forwood Posted April 30, 2010 Posted April 30, 2010 Exhaust_x4_c.mov mp4 version: Exhaust_x4_c.mp4 This uses four sprite emitters, each with it's own "puff" material. The opacity is set at 10,20,30 and 40% for each respective emitter. ------------------- Edit: Robert, you have been showing some really fine and interesting stuff recently. I love that rocket on a string! Nice render too. Quote
John Bigboote Posted May 1, 2010 Posted May 1, 2010 HEY NOW! 2 weeks ago I was driving home from work in my 2000 Ford Focus (167,000 miles, running great) and smelled smoke. 3 minutes later, the car was engulfed in flames... police, fire dept, crowd of gawkers etc. it was not the motor...it was a dash-wire short that...caught on fire! The entire car was totalled...windshield burst...airbags deployed...seats and dash/interior looked like a bomb had gone off, I stood by and watched helplessly. I just happened to like the car so much... I bought another one! (I do not drive imported automobiles...) Now, I keep a fire extinguisher and a bag of marshmallows on hand... Very nice, now it looks like a FORD hehe Quote
MattWBradbury Posted May 1, 2010 Posted May 1, 2010 I think the smoke rising that quickly makes the car look like it has come in for a difficult landy rather than driving flat on the ground. You probably only want that smoke to rise only a little bit and have it increase in size as it gets older, say 1000% larger than when it was emitted and a lot more transparent. Quote
jakerupert Posted May 1, 2010 Author Posted May 1, 2010 yes, but any ideas how to achieve that? Quote
jakerupert Posted May 1, 2010 Author Posted May 1, 2010 yes, but any ideas how to achieve that? Quote
Hash Fellow robcat2075 Posted May 1, 2010 Hash Fellow Posted May 1, 2010 I think the smoke rising that quickly makes the car look like it has come in for a difficult landy rather than driving flat on the ground. You probably only want that smoke to rise only a little bit and have it increase in size as it gets older, say 1000% larger than when it was emitted and a lot more transparent. yes, but any ideas how to achieve that? Forces have a box that shows their size like lights do. The force that pushes the particles up could be made short enough that it runs out after the particles have risen just a foot or so. Or... the force could be following the car so the particles get left behind and aren't pushed up by it anymore. Quote
MattWBradbury Posted May 1, 2010 Posted May 1, 2010 I messed around with some of the sprite properties, and found out what works to get that sort of look. I then opened up the smoke material off of the extra CD and modified it to make it have similar properties to my test. This is what I have come up with so far. It needs a little more tweaking, but I think it's looking good so far. HashsmokeEdited.zip Quote
Paul Forwood Posted May 3, 2010 Posted May 3, 2010 Quote yes, but any ideas how to achieve that? You can animate the opacity and the size over the life of the sprite. Here are four slightly different variations: 4variations_A00.mov mp4 version (view full screen): 4variations_A00.mp4 Anything anywhere near to what you were looking for? Quote
Paul Forwood Posted May 3, 2010 Posted May 3, 2010 Thanks, Gene. Don't forget, Jake, that your particles can also display image sequences: Trails18.mov mp4 version: Trails18.mp4 The only problem, as you can see, is that all the particles are displaying the same frame of the sequence at the same time. You can get around this to some degree by using several emitters with the timing adjusted to start on a different frame of the sequence. Quote
MattWBradbury Posted May 4, 2010 Posted May 4, 2010 lol, that was pretty off the chain. You can do a lot with the sprites over their life like color, size, opacity. The material editor is a bit odd to work with at first, but it becomes easier the more you use it. Quote
Hash Fellow robcat2075 Posted May 4, 2010 Hash Fellow Posted May 4, 2010 Don't forget, Jake, that your particles can also display image sequences: Butterfly Drive! That's a new one! Quote
jakerupert Posted May 6, 2010 Author Posted May 6, 2010 The one with the flying saucer is quite near. (maybe you could post the emiitor hear? just asking?) But I guess, finally I almost like the clouds from Robert`s little rocket best. I myself experimented with modeled clouds, with no decent results yet, though. At the moment due to daily work, it`s hard to find time for more...... Quote
Paul Forwood Posted May 6, 2010 Posted May 6, 2010 Here you go(earlier than expected): Rocket3.mov mp4 version: Rocket3.mp4 ExhaustPuffs.zip Just add your own character hanging on for dear life to a piece of string that is trailing behind the rocket. The sprite image is not perfect. It has a white fringe to it that could be taken out. Quote
Paul Forwood Posted May 8, 2010 Posted May 8, 2010 You're welcome. I think the path to the graphic is wrong so you will have to reset it to the png in the sprites folder if you haven't done so already. I played a little more: RocketB04.mov mp4 version: RocketB04.mp4 Quote
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