Visual Cortex Lab Posted March 2, 2006 Share Posted March 2, 2006 Yeah .. like in topic.. i need your help. never di a fireplace ... and in my particular case... actually is a "place" which goes on fire ... everything ... its an interior.. where everything starts getting in trouble from a flame... to the hell... anyone here already worked on such effect and can give me any advices... things to know.. things to avoid.. anything usefull... many thanks in advance. ps. everything will also burn .. everything is made by wood... ropes... stuffs like that... if i can archieve a nice result by next two weeks.. we'll have an entire two shots to do ... oh ... and i'm talking about a animated feature film.. so non photorealistic render.. no shooting.. all is 3D. they just have to look nice cheers Quote Link to comment Share on other sites More sharing options...
Rafal123 Posted March 2, 2006 Share Posted March 2, 2006 yo Sum! check this: http://www.cgijedi.com/index.html there r some tips how to create fire Quote Link to comment Share on other sites More sharing options...
brandonY Posted March 3, 2006 Share Posted March 3, 2006 yo Sum!check this: http://www.cgijedi.com/index.html there r some tips how to create fire 25317[/snapback] hey how do i link the $LIFE, adn the color? im not sure what to type. Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted March 3, 2006 Author Share Posted March 3, 2006 in the color POP lookup parameter you just type $LIFE for color.. and 1-$LIFE for alpha... that should do the job. Rafal Thanks a lot for that link.. pretty interesting.. i wrote the guy for some infos but i guess is now too buzy since it works at BlueSky .. i'll wait for an answer... btw.. I did my first tests... i'll post you some results... but those are for just "flames"... while for a real Hell it'll be much more challenging and i guess this solution wont gives me much luck .. or at least it'll need load of render time... cheers.. Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted March 3, 2006 Author Share Posted March 3, 2006 here's my first... well.. its after a day of tries... critiques/suggestions are welcome. cheers test10_metaballs_xray.hipnc Quote Link to comment Share on other sites More sharing options...
Rafal123 Posted March 3, 2006 Share Posted March 3, 2006 hey Sum, it looks quite good but... IMO it's more like 2d, I mean I don't feel 3D... maybe U should try this shader from Techimage? Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted March 3, 2006 Author Share Posted March 3, 2006 hey Sum,it looks quite good but... IMO it's more like 2d, I mean I don't feel 3D... maybe U should try this shader from Techimage? 25345[/snapback] actually that's a slighty modified version (turbnoise added) of the techimage shader... but yeah .. i have some problem with opacity ... seems like VOP viewer shows me correct transparency .. Alpha in render is ok.. while opacity isnt... i dont have the transparent flames where I points to camera.. any advice? Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted March 3, 2006 Author Share Posted March 3, 2006 also ... the version I uploaded is after too many trick and tries.. I'll upload my first (and preferred) version shortly (after some other tricks and tries maybe ehehe:p) cheers Quote Link to comment Share on other sites More sharing options...
jjstanley Posted March 3, 2006 Share Posted March 3, 2006 I would use sprites myself. I have attached a file that would need some fine tuning but should get you quite close. If you have any questions about how to tweak it let me know. Fire.zip Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted March 6, 2006 Author Share Posted March 6, 2006 Thanks for your advices... here's the same test (metaballs) .. but i have a problem with the VOP shader. actually in the VOP viewer i can see the transparency (Of) in the inner side of the sphere (or sample mesh) ... while in rendering.. the flames are all opaques... I cant see behind the flames.. could you please turn some light on for me? .. cheers. p.s. in the scene ther's the FIRE GEO node which contains actual fire test.. and a simple torus for testing.. test18_metaballs_xray.zip Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted March 6, 2006 Author Share Posted March 6, 2006 ....nobody?... Quote Link to comment Share on other sites More sharing options...
SvenP Posted March 7, 2006 Share Posted March 7, 2006 you need to premultiply your color by opacity and to get a some luminous look you need to to multiply your transparency before multiplying it with the color . Ive attached a changed version of your file . Hope it helps Sven test18_metaballs_xray.hipnc Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted March 7, 2006 Author Share Posted March 7, 2006 you need to premultiply your color by opacity and to get a some luminous look you need to to multiply your transparency before multiplying it with the color .Ive attached a changed version of your file . Hope it helps Sven test18_metaballs_xray.hipnc 25451[/snapback] WOW.. thanks a lot ... I'm now tricking your modified version... and its cool how you resetup with subnets.. actually i should start thinking about using 'em much more.. i'm used to make Netboxes.. but this scene was my first attempt and didnt "organized" my networks yet... but thanks for fixing my opacity problem... cheers. Quote Link to comment Share on other sites More sharing options...
cgijedi Posted March 21, 2006 Share Posted March 21, 2006 Thats an interesting Fire shader. Is the blue area supposed to be more transparent? I'm getting a blue blob with an orange outline when I render this. -Andrew you need to premultiply your color by opacity and to get a some luminous look you need to to multiply your transparency before multiplying it with the color .Ive attached a changed version of your file . Hope it helps Sven test18_metaballs_xray.hipnc 25451[/snapback] Quote Link to comment Share on other sites More sharing options...
cgijedi Posted March 21, 2006 Share Posted March 21, 2006 Hey, Sorry. I was busy at work. Can I help? I'll be checking during the day now. It seems like you're on the right track, I would suggest pulling the particles together toward the center of the system. If you look at footage of real flames, you will see that this pulling effect actually creates the triangle shape associated with flames. If your system is located at the world centroid, then adding a force POP with a force_X of -$TX, and a force_Z of -$TZ should do the trick. Divide $TX and $TZ by positive values to decrease the inward pull. Hope I can help! Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted March 21, 2006 Author Share Posted March 21, 2006 Thanks for your replies, I'm now in a sort of "stand by" on this task waiting for licenses to be ordered... team to be formed.. and real R&D to be started now, mine were just tests to tell my boss "yeah we can do it somehow"... I'm still looking for the best way then to archieve this effects and I guess many ways will help at once including metaballs, sprites and i3D... every help from you will surely find a good reader here, me so shoot any others ideas/tricks cause they will be really helpfull. cheers. Quote Link to comment Share on other sites More sharing options...
cgijedi Posted March 21, 2006 Share Posted March 21, 2006 Thanks for your replies, I'm now in a sort of "stand by" on this task waiting for licenses to be ordered... team to be formed.. and real R&D to be started now, mine were just tests to tell my boss "yeah we can do it somehow"... I'm still looking for the best way then to archieve this effects and I guess many ways will help at once including metaballs, sprites and i3D... every help from you will surely find a good reader here, me so shoot any others ideas/tricks cause they will be really helpfull. cheers. 25807[/snapback] The quickest way would be using metaballs, a convert meta, a peak sop and an x-ray shader. You would prolly get a more realistic result if you created some kind of Volumetric shader in VOPS, but it might not be woth the added render times. A little post work with an x-ray shader render can go a long way. I would stay away from sprites for a realistic fire effect. let me know what you're doing. -A Quote Link to comment Share on other sites More sharing options...
Allegro Posted July 5, 2006 Share Posted July 5, 2006 Just wanted to say thanks to all you folks out here, I've done some fire that I'm pretty pleased with, and wouldn't have had any clue how to start if I hadn't been pointed to these forums. Unfortunately at the moment, I can't post my work for you to see... but before the end of the summer hopefully that will change. Quote Link to comment Share on other sites More sharing options...
Bernard Posted July 16, 2006 Share Posted July 16, 2006 Hello, where can I find this VEX Builder X-Ray Shader tutorial ? Techimage website isn't online anymore. many thanks, bernard Quote Link to comment Share on other sites More sharing options...
edward Posted July 16, 2006 Share Posted July 16, 2006 I'm not sure where the tutorial is but here's a quick view on how a bare bones, no whistles, xray shader looks like in VOPs. Quote Link to comment Share on other sites More sharing options...
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