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Hi Hartmut,
Just to help you out a bit with the smoke:
- Try defining some periods of the animation where no smoke is generated
(don't declare obj_pos during those periods) to create "puffs" instead of
continous steam
- Use a sin(x) or cos(x) function for the ConstAscendRate value, and use a
little MaxRandAscend to avoid a much too "symmetric" look.
- Vary the value of SmokeDens using rand(x), this will vary the density.
- Let some imaginary wind influence the smoke. (Let the wind change
direction/strength randomly)
- Also use some random rotation - maybe some sin/cos rotation periods here
as well
- You'll probably want the puffs to increase in size - use
MaxSizeInc/MaxFinalSize to control this.
That's something to start with. As usual, experiment freely and be sure to
use PreviewMode 2 while experimenting - you'll probably not want to render
using real media until rendering the final version.
Regards,
- Mikael.
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Mikael Carneholm
Systems Developer
Comitnet AB Sweden
+46 33 101020
mik### [at] comitnetcom
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