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Fire in the glass bottle


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#1 DmitryNik   Members   -  Reputation: 199

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Posted 27 November 2012 - 01:35 PM

Hello.

Is there any specific algorithms about, how could be implemented such effect(fire in the glass bottle)? Is fire in this case a particle system or does it suppose to be rendered on the plane and rotated afterwards?

Thank you beforehand for your answers.

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#2 frob   Moderators   -  Reputation: 21475

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Posted 27 November 2012 - 02:05 PM

Fire could be whatever you want.

It could be a 2D animated texture. It could be a collection of animated textures. It could be a particle system where particles bounce off the walls. It could be a fluid dynamics simulation done in shaders.

What do you want it to be?

Edited by frob, 27 November 2012 - 02:12 PM.

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#3 DmitryNik   Members   -  Reputation: 199

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Posted 27 November 2012 - 03:46 PM

Fire could be whatever you want.

It could be a 2D animated texture. It could be a collection of animated textures. It could be a particle system where particles bounce off the walls. It could be a fluid dynamics simulation done in shaders.

What do you want it to be?


Thank you for your answer. I didn't know that everything works. Nice to know. I, guess, I'll use a particle system in this case, since the scene itself is a very small and doesn't require a lot of computations on the GPU side.

#4 Toothpix   Crossbones+   -  Reputation: 810

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Posted 27 November 2012 - 06:21 PM

If there are no flames, as fire is impossible in a bottle, you could use a volumetric lighting effect inside the bottle, and have the intensity flicker, at a certain point in a cone or circular diamond shape. For that to look good, the glass would have to be somewhat dirty or foggy, however.

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#5 DmitryNik   Members   -  Reputation: 199

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Posted 28 November 2012 - 04:01 AM

If there are no flames, as fire is impossible in a bottle, you could use a volumetric lighting effect inside the bottle, and have the intensity flicker, at a certain point in a cone or circular diamond shape. For that to look good, the glass would have to be somewhat dirty or foggy, however.


Thank you for your answer. Interesting idea.




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