GameBlender 4 Ever
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{{Under Construction}}
 
 
==Particle Smoke==
 
==Particle Smoke==
 
===General===
 
===General===
'''Requirement:''' This tutorial is based on the [[Particlefire|Particles Fire]] tutorial. Alternative [Particleflame|Particles Flames]] can be used.
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'''Requirement:''' This tutorial is based on the [[Particlefire|Particles Fire]] tutorial. Alternative [[Particleflame|Particles Flame]] can be used.
   
 
'''User level:''' Normal
 
'''User level:''' Normal
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===Preparation===
 
===Preparation===
*Follow the Particle fire or Particle flame tutorial.
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*Follow the [[Particlefire|Particles Fire]] or [[Particleflame|Particles Flame]] tutorial.
 
*Create the texture with any paint program. Name it '''Particle_alpha.tga'''. It requires an alpha channel. You can use following channels to compose the texture:
 
*Create the texture with any paint program. Name it '''Particle_alpha.tga'''. It requires an alpha channel. You can use following channels to compose the texture:
:[[Image:Particle_alpha.png]]The RGB map is plain black.
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:[[Image:Particle_alpha.png]] - The RGB map is plain black.
:[[Image:Particle_basic.png]]The Alpha map is visible in the centre fading out to the border.
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:[[Image:Particle_basic.png]] - The Alpha map is visible in the center fading out to the border.
 
*As black smoke is difficult to see on black background go to shading<nowiki><F5></nowiki> -> world buttons and change the background color to a medium color (not white).
 
*As black smoke is difficult to see on black background go to shading<nowiki><F5></nowiki> -> world buttons and change the background color to a medium color (not white).
 
[[Image:Tut_part_smoke_background.png]]
 
[[Image:Tut_part_smoke_background.png]]
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*Open the image '''Particle_alpha.tga''' from the preparation
 
*Open the image '''Particle_alpha.tga''' from the preparation
 
[[Image:Tut_part_smoke_particle_UV.png]]
 
[[Image:Tut_part_smoke_particle_UV.png]]
 
...to be continued...
 
   
 
===The Emitter ===
 
===The Emitter ===
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*Now it is time to add the smoke to the fire. Go to layer one and select the Emitter_fire
...to be continued...
 
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*Display the logic buttons <nowiki><F4></nowiki>.
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*Add another always sensor. As we do not need so much smoke the sensor should fire with a frequency of 3.
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*Connect this sensor to a new AND controller.
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*Connect this controller with a new Edit Object actuator with Add Object "Particle_smoke", Time 60. The smoke will stay twice as long as the flames.
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[[Image:Tut_part_smoke_emitter_logic.png]]
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*Now it is tme to enjoy the result.
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[[Image:Tut_part_smoke_result.jpg]]
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===Remarks===
 
===Remarks===
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*The density of the smoke can be controlled with the ColA IPO curve or with the frequency of the triggering always sensor.
...to be continued...
 
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*The shape of the smoke can be controlled with the ScaleY and ScaleZ IPO curves.
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*The lenght/speed direction of the smoke is conrolled by the Particle_smoke motion actuator
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*Think about environment - Reduce polution!

Revision as of 14:31, 13 March 2007

Particle Smoke

General

Requirement: This tutorial is based on the Particles Fire tutorial. Alternative Particles Flame can be used.

User level: Normal

Blender version: 2.43

Results: Smoke and Fire

Tut part smoke result

The flame particle will be copied and modified to simulate smoke via an alpha texture.


Preparation

  • Follow the Particles Fire or Particles Flame tutorial.
  • Create the texture with any paint program. Name it Particle_alpha.tga. It requires an alpha channel. You can use following channels to compose the texture:
Particle alpha - The RGB map is plain black.
Particle basic - The Alpha map is visible in the center fading out to the border.
  • As black smoke is difficult to see on black background go to shading<F5> -> world buttons and change the background color to a medium color (not white).

Tut part smoke background

The Particle

  • In layer two make a copy of Particle_fire name it Particle_smoke
  • Move Particle_smoke to layer three <m> or move it away from Particle_fire
  • Display the IPO curve Editor and make the IPO curve single user copy. This ensures we have separate IPO curves for smoke and fire.

Tut part smoke particle

  • The logic can remain as it already is.
  • Rename the IPO curve to Particle_smoke.
  • Remove the IPO curves ColR, ColG, ColB.
  • Change the IPO curves ScaleY, ScaleZ and add ColA as shown below:

Tut part smoke particle IPO

  • Use this guide to set the control points:
IPO keys
Channel 1 2
ScaleY (0.0,0.6) (30.0,2.0)
ScaleZ (0.0,0.6) (30.0,2.0)
ColA (0.0,0.0) (30.0,0.0)
  • Go into the UV Face select mode <f>.
  • Enable the Alpha button.
  • Open the UV/Image Editor.
  • Open the image Particle_alpha.tga from the preparation

Tut part smoke particle UV

The Emitter

  • Now it is time to add the smoke to the fire. Go to layer one and select the Emitter_fire
  • Display the logic buttons <F4>.
  • Add another always sensor. As we do not need so much smoke the sensor should fire with a frequency of 3.
  • Connect this sensor to a new AND controller.
  • Connect this controller with a new Edit Object actuator with Add Object "Particle_smoke", Time 60. The smoke will stay twice as long as the flames.

Tut part smoke emitter logic

  • Now it is tme to enjoy the result.

Tut part smoke result

Remarks

  • The density of the smoke can be controlled with the ColA IPO curve or with the frequency of the triggering always sensor.
  • The shape of the smoke can be controlled with the ScaleY and ScaleZ IPO curves.
  • The lenght/speed direction of the smoke is conrolled by the Particle_smoke motion actuator
  • Think about environment - Reduce polution!