Re: cigarette smoke

Date : Tue, 24 Apr 2007 22:08:51 +0200
To : <XSI(at)Softimage.COM>
From : "peter boeykens" <peter_b(at)skynet.be>
Subject : Re: cigarette smoke

getting rid of the lots-of-seperate points look, and trying to get a smooth and continuous result is one of those things where you spend a lot of time with particles.
I sincerely hope they implement some "slave particles" or "virtual particles" or whatever you want to call it for the upcoming particle system.
unless you can do gazillions of real particles without a big penalty.
But somehow I dont think it's ever gonna be enough.




----- Original Message ----- From: "Nguyen Tran" <nguyen(at)topixfx.com>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, April 24, 2007 9:46 PM
Subject: Re: cigarette smoke



I've had decent success with the genietail shader under 32bit XSI5.11:
http://www.binaryiris.com/main/?id=GenieTail

My shader settings:
step= low value like 10-20,  maxSampleParticles 1,  (low is less lumpy)
resolution factor=2, blendRadius=5000, maxMatches=100

emissionrate = around 4000

You'll have to mess around with it to find a good balance of quality/speed.
Nguyen.



Kris Rivel wrote:
I was trying to search the archive on Softimage's site but as usual...its broken. Anyway, any new approaches to doing wispy cigarette smoke blowing around? I know you can get some nice smoke effects with Holger's volume shaders but I'm having a hard time getting those nice thin streams. Small particles seem to just make it lumpy. My old approach years ago to this was a crap load of particles, low alpha value and some "burn" to eliminate the sprites and give it a smooth concentrated look when the particles get dense enough. This worked sometimes but only on a small scale and could crash any machine it was on. Any new approaches or thoughts to doing something like this? I need to make quite a bit of it coming of a cigarette and blowing around the room.

Kris
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