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Rune <run### [at] inamecom> wrote:
> The brightness is more evenly distributed now, since that seems to be the
> way real fire is. I've also tweaked the turbulence and I think it looks
> better now.
Yeah, you could say that. That looks incredible.
> I've made the emitter point move around so the flames don't just come from a
> single point. And I've changed the lighting from multiple point lights to a
> single area light at the average location of the particles.
That probably sped things up a bit, though the other things might have
slowed it down.
> I think the fire moves a bit too quick in this animation but I didn't want
> to rerender with more frames. I've had to increase the number of media
> samples used, so the fire is slower now.
Only a little. The turbulence of the placement of emission adds a lot to
it. It has the flickering flames at the top that appear and disappear as
I'd expect them. It has the appearance of a slightly bigger fire than I'd
expect given the small campfire the scene depicts, but even at that scale
it's *very* close. I'd be proud to have such a fire in a CRPG, for
instance.
Geoff
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