smoke effects
Blitz3D Forums/Blitz3D Programming/smoke effects
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whats the best way to make a smoke generator( thinking more chimney smoke here). I suppose I would do it using apha polys, with an animation to simlulate the movement. ie the poly planes move up and shrink in size. any other ideas ? |
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How about using a particle system? I can provide mine if you wish? With smoke particles :) |
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I'd opt for a particle system, but then I love particles! |
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A sprite particle system is commonly used to generate smoke, fire, sparks, debris, explosions, fog, and lighting effects. Its definately recommended. There are several ways to implement a particle system. I would recommend using a single surface, sprite recycling system for speed. However, meshes could be used in particle systems as well. I would be more then happy to assist you in writting one as I need one myself. |
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Rossc is that fast/, particles almost always seem to be slow. I am after simulating stuff like smoke mainly cool frank. what concerns me most is the speed hit.I need it to be fast over almost everything else. what would be great would be stuff like smoke speed, density,colour,randomness etc. I can make the sprites, have done a few already |
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Well, my system is single surface, and very easy to use. Simply place the emittor, and call update emiitors and update particles every frame. There is also i wide range of parameters that can be passed across :) My one uses quads. |
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Ross C, Sure we all interested in your system. Is code available? |
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Yea, ain't the cleanest it could be tho, but it works. Parameters that can get passed: x,y,z location of emittor spread of emittor, xspeed, yspeed, zspeed, particle size, rotation speed, align to camera options, generation_rate, particle life time, particle count per emittor, emittor life time ( -1=infinate ) I'm at college the now, so i can't post any source, as i don't have access to it :) |
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sounds good RossC, would like to get my hands on that. i love fx and shiny thigns in general |
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I've got some shiney marbles i could post you :) |
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he he , ok |
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Sorry Ruz, having problems with my home computer at the mo. I'm in college again. I WILL mail you the code tonight :) |
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no probs.whenever you are ready. |
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Mail sent. Actually decided to attach the file this time :) |
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When you're talking about using single surface quads instead of meshes, is the single surface full of quads not a mesh? |
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Here's how it goes. A mesh is created. Everytime an emittor is made, 4 vertexs and 2 tri's are added to the mesh. One mesh, many quads :) |
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Ross C, I sure wanted to get my hands on that code as well. |
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Oh sorry Frank! Mail sent :) |
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I'd like to take a look. :) |
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Like that? |
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nice IPete2. |
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looking nice noel |
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How is your particle system coming along Noel? |
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Ross C: I 'finished' (not really finished, but in a stage where an improvement isn't within my grasp) it quite a bit ago. Ruz: If you need a particle system, feel free to tear one of them out of Vein ( http://s87776868.onlinehome.us/vein/info.html *_SSPart or *_Particle ). |
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cheers noel i will check it out soon. |
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wow I like that file. Thanks for the link. So much stuff I was going to try to do myself but I don't have to anymore :D Joy! |