Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 28 3:44 pm)
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Attached Link: Smoke trail example
Here's one I did with the particle generator (spheres) some time back. Animating the alpha with the Particle Shader function will provide you with a wide range of visibility options.Sprites do a great job but aren't required. If you do use Sprites, increase the transparency value to something like 50 by typing directly into the value field instead of using the slider.
It was a limited edition version created by Flaming Pear for Photoshop and distributed through Photoshop magazine or something like that. Agent Smith had permission to distribute it for awhile. My understanding is that it was quite slow but did make some nice results.
To get the same results, it's quite fast to render a white Carrara cloud against a black background and use the image as an alpha mask.
Ended up doing the effect in postwork this time, just takes too long with the computer I have to tweak the thing just right in render. I did play with a multiply mixer using turbulence noise and a "poof" map in the alpha that seemed neat (had more texture and less repetitiveness), but getting the particle size just right would have required a few trys, each of which would have taken at least overnight. :glare:
Also it was tricky getting it whitish enough and transparent enough without having it turn bright all of a sudden. (Is that a 5.1 bug, or does the newest one do that too?) Basically trying to get the kind of smoke that planes make when doing aerobatics at an airshow.
Would still like to figure out how to get it just right. Think it would be worth doing some test renders and posting pics+settings?
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
Another thing to note, sometimes the particle size changes don't seem to register unless you change some other variables in the particle emitter settings. I find that switching one of the toggle settings back and forth works for this. (Not sure if this is only a 5.1 bug, or something that actually carrys on into the latest version.)
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
Thanks for the illustrations and information from your "particle experiments" Paul. Even if you didn't get exactly the effect you were shooting for, I'll bet you learned something useful in the process of all that work, lol.
*Mark B.- I also would love to see a particle sprites tutorial, either here, or as part of your VTC Carrara tutorial series. We're not trying to squeeze you to death here.;-0
Did you tried to use a volumetric object like Fog or fire as a particles?? I did a simple test and it looks very cool. Its not the fast render solution but I think that its the better to control.
get the scene here:
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I'm wondering if there's a better way to make a good smoke trail?
Right now I've got a cloud object as a child to a particle emitter. I figure it won't be done with the render until after the weekend. And from what I do see, I'm not sure if it's rendering the way I'd like. (So I'd have to postwork on it anyways.)
I'd really like to use an experimental falloff shader I got from SparrowHawke3D, but it has a bug or two and causes reflections or areas of complex light interactions to black out. If it wasn't for that, I think it'd be ideal and a lot faster than the clouds...
Only other thing I could think of is to paint a grayscale image of a "poof" and use that to control alpha on a particle's shader. But I suspect it'd look too repetitive.
Basically I need something to get the particles fuzzy/cloudlike, but not take forever like the clouds nor distinctively particles/spheres that look like the default emitter settings.
Barbequed Pixels?
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.