Bryce F.A.Q (Last Updated: 2025 Feb 17 1:22 pm)
Attached Link: http://market.renderosity.com/mod/forumpro/showthread.php?message_id=2831136&ebot_calc_page#message_2831136
don't know how you'd do it, but probably one thing that will help is dispersion; smoke starts out thick, then thins out with altitude. Maybe that DTE thing where the angle affects the texture, but that's all beyond me.
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
Some volume textures cut outta each other where their objects intersect, others dont seem to do so as often. it's kinda hit and miss. I wonder if maybe some of AS's cloud materials can be adjusted for smoke effects?
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Rayraz, that's so true. it's why I try to stay away from them as much as possible. And it doesn't seem to help to group them either. :c/ Mixing rock terrains, and spheres (stretched out into ovals and spun around randomly) can give some VERY realistic effects, if you can find the right combo. I also notice you have to play with the "frequency" of the textures a lot as well to tune them, especially if it's a long distance off.
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mdb
Grouping doesn't help, it's probably really just a problem in the way bryce's engine handles volumetrics. I've even tried instersecting the whole sphere formation with a large other object or such, but that doesnt help either.
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**In my current scene I need volume smoke rising over a battlefield and I cannot seem to get it going with my current efforts using spheres and volume mats. I tried metaballs prev and they did not work very well with the volume textures.**Free men do not ask permission to bear arms!!