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Does anyone have any suggestions on how one would model smoke coming off
say a cigarette?
Would using an image of smoke as an imagemap with a transparent
background (can you do that?) work if it was pointed directly at the
camera? I suppose if I made the object with the imagemap partly
transparent, it would look not too bad.
Or does anyway know of a "better" way to do this?
Cheers,
Joel
PS-And if the imagemap's the way to go, anyone got any good ideas on how
to draw smoke? :0)
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Joel Gilmore wrote:
>
> Does anyone have any suggestions on how one would model smoke coming off
> say a cigarette?
> Would using an image of smoke as an imagemap with a transparent
> background (can you do that?) work if it was pointed directly at the
> camera? I suppose if I made the object with the imagemap partly
> transparent, it would look not too bad.
> Or does anyway know of a "better" way to do this?
> Cheers,
> Joel
> PS-And if the imagemap's the way to go, anyone got any good ideas on how
> to draw smoke? :0)
I think I have a better solution. Check out the SmokeGen include file at:
http://www.studenter.hb.se/~arch/smokegen/smokegen.htm
This file uses POV-Ray's media feature to create smoke.
--
Ken Tyler - 1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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> Does anyone have any suggestions on how one would model smoke coming off
> say a cigarette?
> Would using an image of smoke as an imagemap with a transparent
> background (can you do that?) work if it was pointed directly at the
> camera? I suppose if I made the object with the imagemap partly
> transparent, it would look not too bad.
> Or does anyway know of a "better" way to do this?
> Cheers,
> Joel
> PS-And if the imagemap's the way to go, anyone got any good ideas on how
> to draw smoke? :0)
I managed quite a convinsing smoke a while back, using a cone extending
slowly out from the source, then texturing it with a marble texture (most of
which was transparent)
It worked o.k. but was very tricky to align and scale the texture to get
the right effect, even resorting to a bit of csg to cut out a few bits of
phantom smoke.
it worked perfectly for what i wanted, which was a small part of the scene,
more of an added effect than a feature.
i doubt it would work well, if you entire scene was called "look at my smoky
cig"
Rick
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On Sun, 21 Nov 1999 22:32:51 -1000, Joel Gilmore
<rah### [at] mailflashmailcom> wrote:
>Does anyone have any suggestions on how one would model smoke coming off
>say a cigarette?
>Would using an image of smoke as an imagemap with a transparent
>background (can you do that?) work if it was pointed directly at the
>camera? I suppose if I made the object with the imagemap partly
>transparent, it would look not too bad.
>Or does anyway know of a "better" way to do this?
>Cheers,
>Joel
>PS-And if the imagemap's the way to go, anyone got any good ideas on how
>to draw smoke? :0)
Image map is a good idea for a quick solution (i.e. non-media). The
easiest way to create it that I can think of is using Eye Candy's
Smoke plugin gfor PhotoShop and PainShop Pro. If you don't have access
to it, I'll make it for you. I used to be a long-time smoker till
recently so I have a pretty good idea how cigarette smoke looks.
The other replies already indicated the rest of the (most common) ways
to make smoke.
Peter Popov
ICQ: 15002700
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An image_mapped triangle could do the job, but the trick will become apparent
when the smoke is reflected in a mirror. A workaround might be to use two or
more intersecting triangles, all with the smoke texture.
Media smoke would theoretically look best, if you're up to the challenge :)
Margus
Joel Gilmore wrote:
>
> Does anyone have any suggestions on how one would model smoke coming off
> say a cigarette?
> Would using an image of smoke as an imagemap with a transparent
> background (can you do that?) work if it was pointed directly at the
> camera? I suppose if I made the object with the imagemap partly
> transparent, it would look not too bad.
> Or does anyway know of a "better" way to do this?
> Cheers,
> Joel
> PS-And if the imagemap's the way to go, anyone got any good ideas on how
> to draw smoke? :0)
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>PainShop Pro
*lol*
(But it was not intended, was it?)
Simen.
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One way to avoid slow-rendering media is to use several semi-transparent
cones inside each other, 5 or 6 would do. They all should have the same
pigment, i suggest bozo with a [clear -> semi transparent gray] color_map.
Since they will be placed on different coordinates, the texture will look
like it is in fact a media. I haven't tried it, though.
Simen.
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Simen Kvaal <sim### [at] studentmatnatuiono> wrote in message
news:383cf8f8@news.povray.org...
> One way to avoid slow-rendering media is to use several semi-transparent
> cones inside each other, 5 or 6 would do. They all should have the same
> pigment, i suggest bozo with a [clear -> semi transparent gray] color_map.
> Since they will be placed on different coordinates, the texture will look
> like it is in fact a media. I haven't tried it, though.
I can confirm this works fine - i have used this technoque for rocket engine
exaust - however to do it properly its not much quicker than using real
media
Rick
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On Thu, 25 Nov 1999 09:50:33 +0100, "Simen Kvaal"
<sim### [at] studentmatnatuiono> wrote:
>>PainShop Pro
>*lol*
>(But it was not intended, was it?)
>
>Simen.
LOL, no, it was not indeed. It's a great proggie from what I hear
about it, but personally I haven't had the chance to try it yet.
Peter Popov
pet### [at] usanet
ICQ: 15002700
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