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View Full Version : Help needed to create burning flames from ww2 plane wing using hypervoxels



Ade
05-26-2003, 09:27 AM
Hi guys I have followed all i can with hypervoxels but cant seem to create burning flames from a wing on fire.
i have narrowing it down that ill need 2 fx emmitters, one for smoke, other for flames.
I just cant get the smoke to billow out like smoke does. It looks to fluid when i do it.
I am aiming for a similar effect like this excellent example did -
http://www.firedragon.com/~lwg3d/sup/2003/05/26-962378_tn.jpg (http://www.firedragon.com/~lwg3d/sup/2003/05/26-962378.jpg)

electroNIX
05-26-2003, 09:48 AM
well, i tried the same... would like to know too...

trick
05-26-2003, 10:57 AM
Simple and realistic: make two emitters for the smoke, give them some turbulence effect in the particleFX, and give each smoke emitter a complementary rotating (this case more bank, less pitch, no heading) movement in the Hypertexture tab (best is turbulence proc.shader). How fast and regular/smooth these rotations have to be depends on the speed of your plane/smoke. Alternatively you can lower these rotations and check world coordinates: however beware that the procedural also has to move in this case, otherwise it will look unreal...Of course size and density have to be "particle age"-dependant, color and luminosity "density"-dependant. If you get the hang of it you can even put flame AND smoke in ONE emitter. It all just depends on layering and gradients. Since the fire should be stretched and the smoke should not, this requires some advanced tweaking in ParticleFX.

If you can afford it: buy Napalm (http://www.dynamic-realities.com) for better particle movement and LightShaders (http://www.lumenumbra.com) for better procedural smoke texturing. You can also try JetstreamFX (http://www.dstorm.co.jp) for realtime smoke, but these guys are hard to reach both on sales and support. It's based on OpenGL so it doesn't use zbuffers and is purely a LW-integrated post-effect that uses masks and shadowmap-renderings to integrate it in your scene. For some things it could save your day...