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BoB Vila
23
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Joined: 27th Feb 2003
Location: United States
Posted: 7th Apr 2003 01:23
Whats a good way to make smoke / dust effects?, I've tried it using particles, but it didn't seem to work right. I couldn't color snow particles, which seemed to have the best effect.

any suggestions?
Bobvila.com made me take off my avatar! (dunno how they found out)
heartbone
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Posted: 7th Apr 2003 03:25 Edited at: 7th Apr 2003 03:25
Transparent-opaque sprites?

The more you see, the more you know.
The more you know, the more you see.
Shadow Robert
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Location: Hertfordshire, England
Posted: 7th Apr 2003 06:29
three ways i know of...
Particles, Pixel Shader and Billboard Plains (yeah basically particles but less complex)

you'll need a GOOD fog effect, and you'll want to add to that a good alpha channel ontop of it - you then use the Billboard Plains as if they are particles within a cos-sin contraint around the Y axis withing a few deg which is then affected by the wind direction which should be a global variable that everything adhears to particle wise really.
The major trick is what kinda of smoke you wish to create... Fire smoke begins small grows and just disappates so you'd give the growth of the particle a belzier curve spline for the growth (i.e. the larger it gets the slower it grows at) whilst at the same time give it a lifespan of say no more than 5seconds after which you either fade it or alpha it into non existance, give that an inverse-square to do the trick. After 2*Lifetime you then delete or rather recycle the life span of the partile.

if its from say a tube which spews steam, like say a train's funnel - then from the get go you slowly make it disappear and grow... say giving it around double the lifespan yet at 1/3 the growth rate you'd do for a fire.
and making sure the direction of it is calculated correctly, because there is nothing work that seeing a train's smoke flow straight up when it is suppose to be moving.

well i'm sure you get the idea - its all pretty simple and should never need more than 5-6 particles for the entire effect

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
AndyUK
23
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Location: United Kingdom
Posted: 7th Apr 2003 07:11
would anyone be up to the challenge of making a dbp smoke machine for use in our code? something with parameters for different types of smoke. that would be cool

| P4 2.4(533) | 512DDR(333) | GF4Ti4200 64MB | WinXP Home Sp1 | Cup of CoffeE |
Fallout
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Location: Basingstoke, England
Posted: 7th Apr 2003 07:18
its not really the coding thats tricky zoo. I'd be happy to do it, if you provided a really decent set of smoke graphics. Say 30-40 frames at 128x128 of a smoke cloud changing?

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum

There's a junglist inside every coder. http://www.kontact-kru.com for my own personal breakbeat terrorism.
Shadow Robert
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Posted: 7th Apr 2003 07:22
you don't need that... you just need one smoke cloud - transform its look by editing the vertex position and fade of the plane its on. no biggie really, if you have Quake3 you already have a pretty good smoke texture

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Fallout
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Posted: 7th Apr 2003 08:29
true, but no amount of vertex positioning, scaling and fading is going to look better than those same effects applied to a decent animating set of smoke graphics. question is, what do you use to make such things?

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum

There's a junglist inside every coder. http://www.kontact-kru.com for my own personal breakbeat terrorism.
Shadow Robert
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Location: Hertfordshire, England
Posted: 7th Apr 2003 08:39
photoshop or paintshop... just a case of setting up the layers and doing certain effects that cause them to ripple out.
After Effects if bloody good for it too.

and i've created a very realistic smoke PVS for nVidia Cg site which will be up soon, uses the same texture with some fancey editing and it looks as if it disappates admitiedly i used particles and mostly a colour spot with a cloud blend but still it looks amazing... and for less speed you can even turn on a sin wave which ripples across it, makes it look like its billowing as it flows in the wind direction. Pretty simple to recreate it in DBpro with standard textures and a memblock actually

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
cycloid gamma
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Posted: 7th Apr 2003 09:26
where is the code?

Shadow Robert
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Posted: 7th Apr 2003 12:16
on the nVidia Cg site... i thought i'd already said - some people are just morons

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
David T
Retired Moderator
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Posted: 7th Apr 2003 22:18
Have you guys tried MagellenFX? It's a set of funstion for really convicing smoke / fire. Try and asearch for it. I think it's ove on RGT.

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Programmers don't die, they just Gosub without return....
KamaKase
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Posted: 7th Apr 2003 22:31
...everything Raven says sounds so complicated.

Shadow Robert
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Posted: 7th Apr 2003 23:44
yeah i have his fire effect on my HDD right now... he made a new one with NV30 shaders recently and it looks bloody convincing as fire too, i've been looking over it to see what i can do to it perhaps thinking of using it in a demo - but i'm not sure, he didn't add any lighting into the routine so that'd be my first charge of business

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?

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