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smoke (from the past)
show user profile  snipa101
someone had created a max file and posted it for creating smoke. it was made a couple years ago and i just can find the thread that had the information or a link to the max file

the smoke used tga files spawned from some kind of particle system and made incredible 2d smoke. anyone remember or have a link to the max file?

read 657 times
4/15/2008 8:40:03 AM (last edit: 4/15/2008 8:40:03 AM)
show user profile  MrPumpernickel
Didn't urgaffel make something like that? But that was more than two years ago, easily four-five years ago.

YouTube Channel

read 653 times
4/15/2008 8:43:16 AM (last edit: 4/15/2008 8:43:16 AM)
show user profile  snipa101
yea i think your right. i just cant seem to find the file he made available in all my hard drives. it was a fantastic technique and i was playing call of duty 4 last night which reminded me of his method.

i thought it was around 2005

read 646 times
4/15/2008 8:46:48 AM (last edit: 4/15/2008 8:46:48 AM)
show user profile  MrPumpernickel
If I remember correctly that method had something to do with spheres that increased in size and decreased in opacity over time. I cannot remember exactly, but I'll do some tests once I get home this evening.

YouTube Channel

read 639 times
4/15/2008 8:53:06 AM (last edit: 4/15/2008 8:53:06 AM)
show user profile  snipa101
awesome thanks!


i found something related, not the exact technique i was thinking, but this method uses procedural texture and uses growing particles. the method i was looking for utilized strictly image files so it could be used in realtime.

Links may be dead within the above thread, but one of the attachments work.


read 638 times
4/15/2008 8:56:51 AM (last edit: 4/15/2008 9:03:30 AM)
show user profile  MrPumpernickel
Okay, I made a little test, watch this video:

The smokestack on the left is made with a superspray with facing particles, mapped with a face mapped material with a radial gradient in the opacity slot and a particle age in the diffuse slot to make the particles brighter the older they got.

The smokestack on the left is a superspray emitting spheric particles, rather big ones intersecting something fierce. It's mapped similarly, but instead of a radial gradient in the opacity slot there is a perpendicular/parallel Falloff material with a light gray to black particle age in the front slot and a black color in the side slot.

They differences should be apparent, the smokestack on the left has no depth whatsoever, the smokestack on the right does and it can cast shadows on itself. This could obviously be perfected with a bit of tweaking, but this was a ten minute job.

YouTube Channel

read 576 times
4/15/2008 5:42:12 PM (last edit: 4/15/2008 5:43:15 PM)
show user profile  toldaddy
Yeah that's a cool method, but can be glitchy as hell with different lighting schemes. A little noise in the gradient slot on the 2d faced particles goes a long way. Then if you copy it into the diffuse slot and offset it a little it gives the illusion of depth and renders faster. and looks pretty good.

read 560 times
4/15/2008 6:12:37 PM (last edit: 4/15/2008 6:12:37 PM)
show user profile  MrPumpernickel
Indeed, I noticed when rendering with Vray that it had some pretty troublesome glitches. I guess it depends on how much detail you really need though.

YouTube Channel

read 520 times
4/16/2008 7:06:13 AM (last edit: 4/16/2008 7:06:13 AM)
show user profile  snipa101
awesome thanks pumpernickel, i'll play around with these. and see what i can produce.

read 510 times
4/16/2008 7:48:16 AM (last edit: 4/16/2008 7:48:16 AM)
show user profile  twitt
hah!! i remember that, robs smoke, i got a zip file of that somwhere in backup.

edit: yep..


edit2: this is the sample scene he included in the zip

read 498 times
4/16/2008 8:15:35 AM (last edit: 4/16/2008 8:46:12 AM)
show user profile  Idiotforaliving
:edit: *cough

read 484 times
4/16/2008 9:04:19 AM (last edit: 4/16/2008 9:35:32 AM)
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