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best way to make fire


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#1 Anddos   Members   -  Reputation: 515

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Posted 28 March 2013 - 04:47 PM

what would be the best way to make fire in the 3d world, the game is like multiplayer and players can build a fire which should get bigger or small depending on well they keep it alive , should it be with .fx or something else, can a texture be placed in to the 3d world and not just in screenspace?


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#2 Sock5   Members   -  Reputation: 162

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Posted 28 March 2013 - 08:51 PM

Usually it's done with a quad and the actual fire is just a texture that gets distorted with some kind noise.You'll need to pass tome delta time value to your shader constants, so you will use it to translate the uv coordinates(each frame delta time is slightly more, so for instance you keep affecting the v texture coordinate and the fire goes upwards) and to have a certain shape and look good, better make the fire texture and a noise texture that matches the fire texture in some image editing program, also turn on alpha blending and put a light source in the middle of the fire, but don't allow the light source to affect the fire, that would make it weird, I don't think you'll need a glow as since you're alpha blending it you can alredy make the texture look glowey in photoshop or something


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#3 Anddos   Members   -  Reputation: 515

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Posted 28 March 2013 - 11:33 PM

what would be the best way to make the fire texture ?


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#4 Sock5   Members   -  Reputation: 162

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Posted 30 March 2013 - 07:49 PM

Check this out http://www.rastertek.com/dx11tut33.html you can use his for placeholders and when you have to make more, either use the Clouds filter in Photoshop or just generate them yourself with C++ noise in a RAW file.


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#5 Anddos   Members   -  Reputation: 515

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Posted 02 April 2013 - 03:30 PM

thats with directx 11, i am working with directx 9 .fx shaders


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#6 Quat   Members   -  Reputation: 414

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Posted 03 April 2013 - 11:02 AM

I like the results of using video fire textures:

 

http://http.developer.nvidia.com/GPUGems/gpugems_ch06.html


-----Quat




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