Jo Yardley Posted November 18, 2012 Share Posted November 18, 2012 I am looking for smoke for the ceiling in my club.A bar is not a bar without lots of people smoking, so the ceiling should be almost hidden from view by smoke.I don't know it I need an emitter or just an animated texture, what do you suggest?Have you seen any, where can I buy it, etc! PS we need a forum section just for people looking for stuff. Link to comment Share on other sites More sharing options...
Irene Muni Posted November 18, 2012 Share Posted November 18, 2012 There are many grave yards (it's an example) with smog on the ground. What about that smog in the ceiling? Link to comment Share on other sites More sharing options...
Perrie Juran Posted November 18, 2012 Share Posted November 18, 2012 The smoke itself would not be hard. There are many candles that 'smoke' as well as incense burners and cigarettes. The challenge would be figuring out the parameters to make the cloud of smoke hang in the air. Link to comment Share on other sites More sharing options...
Qie Niangao Posted November 18, 2012 Share Posted November 18, 2012 You'll probably want a combination of both an animated texture surface and some particles. The particle part is tricky because your barroom is probably not circular and you probably don't want smoke leaking out of the walls, so the animated texture surface can cover the parts lacking particles. You might emit particles from a keyframed motion prim that skirts the walls or something, but even with that, I don't think you could get satisfactory coverage without the textured surface, too. Particles are also tricky in that they're "sprites" -- they always face the cam -- so anybody camming from near the ceiling is apt to see the shape of the smoke effect differently compared to people viewing it from a normal viewing position. If you have both particles and a partially transparent surface, alpha-sorting may be a problem. I'm not sure how common alpha-sorthing glitches still are in modern viewers, for different combinations of deferred rendering and fast-alpha. Link to comment Share on other sites More sharing options...
Kenbro Utu Posted November 18, 2012 Share Posted November 18, 2012 My immediate thought is an animated sculpted surface much like the sea foam simulators, only with a very slowed down smoky haze for a texture. How to give it a feel of depth is stumping me at the moment. Link to comment Share on other sites More sharing options...
Jo Yardley Posted November 19, 2012 Author Share Posted November 19, 2012 Yes I think that an animated texture on a prim is probably best, to create depth perhaps use two. Maybe have texture move in one direction on the top prim and in the other direction on the bottom one, to give the illusion of it moving back and forwards? The water in my pool does that and the effect is pretty decent. Link to comment Share on other sites More sharing options...
Nuhai Ling Posted November 19, 2012 Share Posted November 19, 2012 For a room-sized area I would go with a multi-layer animated texture first. It provides complete coverage, is less likely to be seen oddly at angles, and a lot less lag-inducing than multiple particle emitters. Plus it should be subtle rather than looking like the fire department needs to be on the way! One other important thing; if you own the sim you have a great tool in region settings to create haze and ambient mood lighting. Check out any of the zombie / / vampire /apocalyptic sims to see the affect. Hope that helps! Link to comment Share on other sites More sharing options...
Kylie Jaxxon Posted November 19, 2012 Share Posted November 19, 2012 What a cool idea for authenticity Link to comment Share on other sites More sharing options...
Canoro Philipp Posted November 19, 2012 Share Posted November 19, 2012 you will need also a semi-transparent cone shaped prim around the lights in the roof until you reach the edge of the smoke, if you want to give the effect of light crossing through smoke. Link to comment Share on other sites More sharing options...
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