SHADED SMOKE!

SHADED SMOKE!

Postby Skinnytorus » Sunday, 08.March 2015, 09:32

Hi guys,
Here is another technique to be used if you want to create a shaded smoke effect.
Enjoy! :)
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Re: SHADED SMOKE!

Postby ikam » Monday, 09.March 2015, 19:35

cool, unexpected and works fine. :)
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Re: SHADED SMOKE!

Postby Skinnytorus » Tuesday, 10.March 2015, 09:49

Thanks, man. But anyway, that's a cheat.
I hope you'll find a proper way to shade particles in your new tool.
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Re: SHADED SMOKE!

Postby CybeREX » Wednesday, 11.March 2015, 07:25

Nice, I think it can be used also as nebulas if make this sprites align along spiral mesh))
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Re: SHADED SMOKE!

Postby Skinnytorus » Wednesday, 11.March 2015, 10:05

IMO Nebulae will require a more complex shading, but give it a try - why not? ;)
There is another cool technique to shade particles in wz4 which involves a bit of compositing. Basically, you create a base simple mesh for shading purposes, light and blur it by IPP Blur, use the same mesh as a source for particle sprites, make both the mesh and the sprites render targets (2 Cameras -> RTT1 and RTT2) and then composite the sprites RT over the lit and blurred mesh RT using Layer2D. This approach gives pretty cool results, but there is one big flaw: you can't bring the camera too far away from the base mesh (the farther your camera from the blurred mesh, the more it dissipates due to the blur effect).
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