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Smoke with trueparticles(7.6)
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Smoke with trueparticles(7.6) // Roundtable
Post by J90 // Sep 14, 2008, 11:27am
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J90
Total Posts: 107
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I made a simple Rocket scene and was able to make half-decent looking clouds/ smoke. However, I am trying to make realistic clouds and smoke. The clouds are ok but the smoke is too solid and doesn't have enough spread or variation.
Any Ideas?
Attached is a small video
Thanks |
Post by Breech Block // Sep 14, 2008, 1:13pm
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Breech Block
Total Posts: 844
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You can cantrol the spread by making adjustments to the Spread and Off Plane panels. In order to make them less solid, use a transparency shader on your particles or get them to fade from black to grey (or both). View my latest video in my Future Fighter thread (Work In Progress) to see the effect. |
Post by J90 // Sep 14, 2008, 1:30pm
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J90
Total Posts: 107
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Ok, I will look at your thread.
I did use a transparency shader. i forgot to mention that.
I tried to use the Spread and off plane panels. I don't understand how they work.
Could you let me know what values I should use?
Thanks |
Post by Breech Block // Sep 14, 2008, 3:42pm
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Breech Block
Total Posts: 844
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Ok, I will look at your thread.
I did use a transparency shader. i forgot to mention that.
I tried to use the Spread and off plane panels. I don't understand how they work.
Could you let me know what values I should use?
Thanks
In a nutshell, the "Off Plane" fields alter the angle the particles depart from the emitter. One alters the X axis the other the Y axis. The "Spread" fields control how far the particles spread out from designated X and Y axis.
When I was trying to learn how to use particles I found the best thing to do was set up a point emitter at position 0,0,0 (Default Setting) and advance the animation to the end (ensure auto record off). You will then be left with a line of particles in mid air. Right click the trueparticles icon to bring up the menu and then as you change the different parameters they will have an instant effect on the particles you have already generated. That way you can easly see what effect each field has. |
Post by J90 // Sep 14, 2008, 3:47pm
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J90
Total Posts: 107
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I already have all the particle motion settings set to their highest.
Do I need to set the speed to something higher than zero?
In a nutshell, the "Off Plane" fields alter the angle the particles depart from the emitter. One alters the X axis the other the Y axis. The "Spread" fields control how far the particles spread out from designated X and Y axis.
When I was trying to learn how to use particles I found the best thing to do was set up a point emitter at position 0,0,0 (Default Setting) and advance the animation to the end (ensure auto record off). You will then be left with a line of particles in mid air. Right click the trueparticles icon to bring up the menu and then as you change the different parameters they will have an instant effect on the particles you have already generated. That way you can easly see what effect each field has. |
Post by Breech Block // Sep 14, 2008, 4:01pm
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Breech Block
Total Posts: 844
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I already have all the particle motion settings set to their highest.
Do I need to set the speed to something higher than zero?
Well, there lies the problem. IMO, good particle effects are created using the least amount of particles for the task. For my Future Fighter exhaust trails I set a rate to 50 with a speed of 10. The spread was only 2.5 and and I had all the variety settings at about 20%. And my transparency shader was set to 0.01. Admitedly you want more oomph for your rocket but your better of starting with a small amount first, get the timing, spread and colour correct and then when your happy, slowly ramp up the appropiate settings to generate the required volume. |
Post by J90 // Sep 14, 2008, 4:48pm
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J90
Total Posts: 107
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The rate for this is 2.
I will set them all to 20 and see what happens.
Yes the rocket needs some work but I am just working on getting the particles to look better first. exactly what you said:) |
Post by Breech Block // Sep 14, 2008, 5:32pm
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Breech Block
Total Posts: 844
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The rate for this is 2.
Yes the rocket needs some work but I am just working on getting the particles to look better first. exactly what you said
???????? When I said "Admitedly you want more oomph for your rocket," I was merely refering to the fact that your space rocket's thruster output would be far greater than my aircraft's engines and thus you would require a greater particle count than I had used in order for your scene to look effective. Your initial post requested help on particle generation, not comments on your model and therefore I would not assume to do so. |
Post by J90 // Sep 16, 2008, 8:56am
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J90
Total Posts: 107
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???????? When I said "Admitedly you want more oomph for your rocket," I was merely refering to the fact that your space rocket's thruster output would be far greater than my aircraft's engines and thus you would require a greater particle count than I had used in order for your scene to look effective. Your initial post requested help on particle generation, not comments on your model and therefore I would not assume to do so.
I am sorry, I misunderstood what you said.
I apologize. |
Post by Breech Block // Sep 16, 2008, 12:55pm
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Breech Block
Total Posts: 844
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No problemo. But more importantly, how did you get on, have you cracked it yet? |
Post by J90 // Sep 16, 2008, 1:32pm
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J90
Total Posts: 107
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No problemo. But more importantly, how did you get on, have you cracked it yet?
What do you mean? |
Post by Breech Block // Sep 17, 2008, 2:43am
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Breech Block
Total Posts: 844
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No problemo. But more importantly, how did you get on, have you cracked it yet?
What do you mean?
Have you cracked the case, solved the puzzle, sorted your problem. Or in plain english - have you now managed to get your particles to emit in a manner more in line with what you were after? |
Post by J90 // Sep 17, 2008, 4:28pm
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J90
Total Posts: 107
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I am not able to get the results that I would like. I will keep trying.:) |
Post by ranger0101 // Sep 17, 2008, 4:51pm
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ranger0101
Total Posts: 55
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Another great way to make smoke and fire and water... Is Primal Particles FX an awesome plugin from http://www.primitiveitch.com/ And it is an abosolutley free download as well as there award winning Model Side Motion Studio Skinning and animation program...
CHEERS!
ranger0101 |
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