silentvisual Posted October 16, 2008 Share Posted October 16, 2008 (edited) hi i am tryin to recapture or re make the effect in the street fighter 4 smoke effect http://www.metacafe.com/watch/876299/stree...hter_4_trailer/ those effect how will i approach those in houdini? hmm and Wat kinda shader i will be using to create those smokey feel..and i want to do that in a path.. or curve thanks _b Edited October 16, 2008 by silentvisual Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 16, 2008 Share Posted October 16, 2008 it looks like a very composited set of effects with lots of different layers happening all at once. I see - ink splats - bampf type tendrils from points - blobby smoke - patricle smoke What I didn't see was a fluid sim. We could help if you're more specific about which effect you're asking about. I wouldn't be surprised if each cut was done by a different person using their own techniques. Quote Link to comment Share on other sites More sharing options...
silentvisual Posted October 20, 2008 Author Share Posted October 20, 2008 i think i be interested in learnign some of the techniques u talked about like bampt type tendrils from points and particles smokes.. thank you sorry for the late reply midterm is this week.. is a killer Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 20, 2008 Share Posted October 20, 2008 as far as I know, at the very simple core of the bampf is a moving noise field. start with a grid, emit points from that with an initial velocity of 5 in positive Y. play it through. rewind. tack on a force pop with noise on it. play it through. rewind. flipbook it so you can see it next to the next thing you're going to do. in the Offset Y of the Force's noise add the expression $FF*2 play it through. rewind. flipbook it so you can see it next to the last thing you did. Ta-da. That is the elemental form of a lot of noisy effects. You'll want to play with the Offset Y speed to more closely match the speed of the particles. play with it for a while. Quote Link to comment Share on other sites More sharing options...
silentvisual Posted October 20, 2008 Author Share Posted October 20, 2008 coolie thanks i will give that a try asap.. i just have one question.. lookin at those footage and particle stuff.. what are the way to texture and make it color and opacity and depth.. cause i know how particle system work and i know how tweak and add force field.. thats all and i really want to push my knowledge of it.. like adding color and making it professional looking cuz that been the hardest thing for me... thanks _b Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 21, 2008 Share Posted October 21, 2008 You're going to need way more intensive education than you'll get on these forums. For a start check out: http://www.thegnomonworkshop.com/ http://www.digitaltutors.com/digital_tutors/index.php You're off to a good start by looking at reference and trying to make what you see. That's really the best way to create when you're starting out. Quote Link to comment Share on other sites More sharing options...
silentvisual Posted October 22, 2008 Author Share Posted October 22, 2008 oh those gnomon and digital tutor dvd i saw most of them already.. my school library has them i rent it out and seat through all of it already.. like i am lookin for the more abstract part of it .. like creating those effect.. i even started to create those kinda effect using analog.. water tank ank ink dropping.. and doing high speed camera using it as a track matte.. i just really want to push my knowledge what i had.. from those dvd and use them.. and bring it to a professional look level or detail.. sorry about my grammar.. english is my 3rd language... thank you for all the help... _b Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 22, 2008 Share Posted October 22, 2008 Water tank and high speed camera? Wow, I wish I had that stuff back when I was in school. Your English is good, don't worry about it. I think the one thing that's going to go the furthest in getting the look for that steam/smoke effect is your control over noise. Noisy emission with cutoffs so that you have holes for that organic look will go a long way to the look you want in this particular look. The most important difference between noise and random is that you can control the features size with noise where random is just all over the place. Perlin noise is the default noise in many applications. With the right eye for frequency and offset animation you can get lots of different looks. So, check this out: http://www.noisemachine.com/talk1/ It gets pretty technical, but also covers some of the artistic stuff. It's also good to learn the differences, strengths and weaknesses, between all the noises available in Houdini. Here's a few things that over the years I've done with noise: noisy emission with empty spots noisy masses +/- 10% noisy lifespan +/- 20% animated the noise offset in one direction based on the speed of the particles (works well for particles going in one direction) noise clamping lifespan so areas where the noise value is less than x don't get born (and animate x over time) Quote Link to comment Share on other sites More sharing options...
silentvisual Posted October 27, 2008 Author Share Posted October 27, 2008 is there any sample files i can dissect or see how it was build.. as it for now i have what i want as in how particle flow i render it out aand is all dots.. or points.. i want that blur blend feeling... yup i got the particle to wat i want now i just need to shade it right or texture it right.. haha and i am loving how i am learning every moment doing more particle.. i used expression to help thank you for all the help kleer001 _b Quote Link to comment Share on other sites More sharing options...
peterr Posted October 27, 2008 Share Posted October 27, 2008 It reminds me quite a bit of the blowing effect in Hell in the movie Constantine. Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 28, 2008 Share Posted October 28, 2008 (edited) Funny you should mention that. I worked on that. That's exactly how we did it. Edited October 28, 2008 by kleer001 Quote Link to comment Share on other sites More sharing options...
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