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Pondering what to do
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Pondering what to do // Work in Progress
Post by ladyarmour // Jul 11, 2006, 6:17am
ladyarmour
Total Posts: 7
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Any ideas on what I can do about the fire? I'm using Pyrocluster right now. Would a mesh object be better? |
Post by hemulin // Jul 11, 2006, 6:25am
hemulin
Total Posts: 1058
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Any ideas on what I can do about the fire? I'm using Pyrocluster right now. Would a mesh object be better?
Personally I think both would work together, create a mesh that has the general outline of the fire, make it translucent and then add the stuff that you've done already. |
Post by ladyarmour // Jul 11, 2006, 7:10am
ladyarmour
Total Posts: 7
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Hmm, I'll have to try that. Thanks hemulin. |
Post by Matski007 // Jul 11, 2006, 7:26am
Matski007
Total Posts: 539
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also try messing with the illumination settings in the modfy tab setting it to Bump and not Diffuse may make a difference in how realistic it looks, u may also want to try getting some masked fire images and using them |
Post by rj0 // Jul 11, 2006, 10:35am
rj0
Total Posts: 167
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Particles, perhaps?
rj |
Post by Mike // Jul 11, 2006, 4:49pm
Mike
Total Posts: 121
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You can also try the TLF Flame shader and see if it works in your version of tS
http://members.ozemail.com.au/~snewnham/TLFFlame/tlf_flame.html
(this is an image I made using it in 1999, your pic reminded me!) |
Post by Mike // Jul 11, 2006, 5:27pm
Mike
Total Posts: 121
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Curiosity made me try the TLF shader in tS7.1, it works with a glitch. I wasn't able to choose TLF tabs in the color channel after I adjusted various options in color channel tabs. It's limited in appearance but still might be good as a fire basis in combination other suggestions. :) |
Post by ladyarmour // Jul 12, 2006, 4:28pm
ladyarmour
Total Posts: 7
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Thanks for all your suggestions. I've been playing around with this and this is what I have so far. Is the fire looking better?
I would have posted this sooner, but I lost almost a day of my vacation because some doofus decided to change some settings on the server at work, which screwed it up, and I had to go in and fix it. :mad: |
Post by hemulin // Jul 12, 2006, 10:22pm
hemulin
Total Posts: 1058
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Thanks for all your suggestions. I've been playing around with this and this is what I have so far. Is the fire looking better?Slightly, however it still doesn't look like fire if you are trying to make something realistic.
I would have posted this sooner, but I lost almost a day of my vacation because some doofus decided to change some settings on the server at work, which screwed it up, and I had to go in and fix it. :mad:Annoying when people screw stuff up isn't it. |
Post by turumdarak // Jul 13, 2006, 6:52am
turumdarak
Total Posts: 24
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You might try using this tutorial:
http://ninjadodo.zeepost.nl/tutorials/firetut.html |
Post by Chester Desmond // Jul 13, 2006, 7:48am
Chester Desmond
Total Posts: 323
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I would try your original idea of modelling the fire and using pyro for the smoke; keep the 2 separate much as they are in reality. As it stands it kind of looks like an orange cloud, maybe like someone dumped some water on the fire. and a puff of steam is coming out..
You could try using the advanced volumetrics to add some haze in the air, as I don;t imagine a castle would have decent ventilation.. gives it a nice atmosphere...here's some playing around I did (used PPFX for the smoke):
(incidentally the fire model is up for sale at $999 USD .. a bargain considering its breathtaking realism :rolleyes: ) .. The second pic is a little extreme obviously but thought I'd post it since I spent 20 min rendering it:D |
Post by Steinie // Jul 14, 2006, 6:31am
Steinie
Total Posts: 3667
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http://ninjadodo.zeepost.nl/tutorials/firetut.html |
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