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onslaught
07-19-2003, 04:25 PM
I doing a scene when a character is releasing an enormous
fireball(like Dragonballz). How do you go about doing that

richpr
07-19-2003, 07:58 PM
Hypervoxels?

onslaught
07-20-2003, 12:07 AM
I know that I could use hypervoxel, but it doesn't give me the effect that i need. I was wonder if there was another way to go about go it.

richpr
07-20-2003, 04:14 AM
What effect are you specifically looking for...? Do you have a pic or describe the properties of the fireball...

onslaught
07-20-2003, 01:39 PM
something like this. Do you think you could help me? Thanks in advance.

onslaught
07-20-2003, 01:41 PM
or this.

jman66
07-20-2003, 05:51 PM
You may be able to pull off the effect by actually modeling the energy blast... like a small 'energy ball' that then grows and forms into a directable beam via endomorphs, and maybe also a morph that shows the beam being dissipated...

Lots of luminosity, perhaps some volumetric lighting to go outside the "core region" and maybe even animating some textures.

Also you may find the following volumetric laser tutorial helpful
http://www.jupiterstudio.com/home/VLaser.html

Check out the DBZ energy beam video here:
http://therealgsira.tripod.com/downloads.htm - There used to be a tutorial that accompanied this, tho i cant seem to find it... pretty sure it was done all with volumetrics

Mike Pauza
07-20-2003, 10:25 PM
I reccomend you try lens flares along with with volumetrics.

onslaught
07-21-2003, 12:53 AM
Thanks alot guys, i'll tell you how it goes.

riki
07-24-2003, 12:12 AM
Try this site, your sure to find some useful tuts here.

http://members.shaw.ca/lightwavetutorials/Newest_Links.htm

papou
07-26-2003, 11:57 AM
U can use mesh too:
make a morph (different size/form)
apply a turbulence in World Coordinate (color/luminosity/transp).
in layout, do the morph from 0 to 1.
the morph channel need to be in repeat mode for Pre and Post.
Push Motion BLur, then render.
U can get strange effect like that.
u can do a rotate of the mesh too from 0 to 1.
same to procedural move in Z position...
strange volumetrics effect for sure...
Have fun.

Lamont
07-26-2003, 04:53 PM
For the MvsC2 type effect, you'd best stick with polys and use them as particles. That's what they are in the game.

For the "Anime" style, you can go with HV set to surface, and give them a harsh-hot glow with a glowing swirling noise. To get the white whisps that define the volume, would be a bit more tricky. I have to think about that...

onslaught
07-27-2003, 10:58 AM
Thanks alot guys. One more thing, I was working with expression
in the expression builder, and I couldn't help but to notice something that saids projectile in the utility functions. Does anyone know how to use it or what it does? Thanks in advance.(O yeah all of your comments are helping out alot.):D