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Coffee
08-03-2003, 04:59 AM
Hello,

The is probably a really dumb question but i'm new to all this particle stuff...

Do I have to use some lighting for my particles to show up or can i make them the source of light?
I'm trying to make a kind of blow tourch effect following the outline of some text. + I still don't really know how to texture it properly but thats a different question ;P or is it?

Cheers,
Coffee.

richpr
08-03-2003, 02:18 PM
Read this (http://www.newtek.com/freestuff/lwhelp/content/015_volumetrics/007_volumetrics_hv.htm) and then make something with a white/blue gradient that is luminous...

So up the luminosity and add some glow (Advanced) while you're at it... Make sure glow is turned on in the global settings as well...

Coffee
08-03-2003, 03:31 PM
Hey, thanks for the reply :)
I was starting to wonder if my question really was too dumb to be answered ;)

Coffee
08-04-2003, 05:04 PM
I canné find the glow button cappt'n!? :(

Coffee
08-04-2003, 07:14 PM
Kinda got everything sorted accept I can't see the glow button anywhere :P But I've encountered a new problem...

I wanted to try and add a flickering area light to follow the particles same motion path, although I haven't found how to attach it yet or if it needs it's own path¿ but! for some reason its not rendering @ all :confused: I set the bg object which the text is cut out of to a medium gray color & the area Light is set to 50%

I can't see any reason why it wouldn't render, maybe there's something i've missed but it's doing my head in :rolleyes:

Please please please can someone help me?

Suede
08-05-2003, 03:52 AM
Is it just the light that does not render? In that case you can make it a point light instead of an area light and turn on volumetric light to accually see the beems. For the light to follow the partigon emitter press m (motion options) and parent the light to the emitter.

Coffee
08-05-2003, 08:54 AM
All I can say is... Doh!

The main problem with the lighting was that i made everything too small, which it didn't seem to like much. So i've basically started everything from scratch. :rolleyes:

Thanks Suede, thats an excellent idea :) & has given me an idea too :) although for this part i prefer the look of an area light.

Is it generally better to use partigons than particles then?
Or would i be able to add some glow to the particles if they were partigons as i can't seem to find the glow option for mi particles.



Coffee.

Coffee
08-06-2003, 07:02 AM
Right, forgetting my last post (appart from thanking Suede of course)... sprites are grrrrrreat :)

I re-thought how this scene was going to look & got the idea from watching mission impossible. I've decided to make a burning fuse/rope kind of effect following the text outline, which over all looks a bit nicer :) I added an HV sprite as a burning flame and a Null with an Emitter attached & streched the particles to give them a burning trail effect.
I've also tried to add some smoke by adding a disolved HV volume with some turbulance surrounding the particles (just a cloud). I am wondering thought, how to make the smoke look as though it's blowing out from the center flame & to also maybe give it some gravity?

Does anyone know how i could achieve this effect?


Yours,
Coffee.

Coffee
08-06-2003, 07:10 AM
^

Coffee
08-07-2003, 03:29 AM
One thing I didn't mention above is there's a small light to the right, just gives the cloud some shadow and makes the flame & sparks a little brighter.

Still having a problem with this smoke business, i've changed it to a emmiter, size wise starts small moves left a little inscreasing size & de-disolves and then disolves the further it gets away. The only trouble with this is when it spits out a new particle/smoke cloud, it appears too suddenly & when animated appears very jumpy :(

:confused:


Hope that makes some sense :P