FIRE, FIRE, FIRE
i am implementing a flame with billboarding right now, but the fire just looks too flat is there better ways of implementing a flame besides billboarding???
Hmm, not really, unless you want to go volumetric. Particles are often used, but that''s billboarding again, though it gives a more 3D feeling. Results are not that realistic though.
Volumetric ones are ideal of course, but very performance hungry. If your card supports 3D textures, you can calculate diffusion fire in 3D (instead of the standard typical 2D fire) and slice your 3D texture with view aligned planes. On a small resolution, this looks very good and is reasonably fast.
/ Yann
Volumetric ones are ideal of course, but very performance hungry. If your card supports 3D textures, you can calculate diffusion fire in 3D (instead of the standard typical 2D fire) and slice your 3D texture with view aligned planes. On a small resolution, this looks very good and is reasonably fast.
/ Yann
not sure if i''m answering the right question here, but several games have implemented bushes and flames as 2 or more flat planes at right angles to each other. sort of in an X or tic-tac-toe pattern.
I suggest not giving up on the billboarded sprites technic too fast. This is what most games use and perhaps there is a problem with your texture, I''ve seen some fire textures that makes the fire look, as you say, too flat...
Couldn''t you post a picture of how it looks?
I myself is working on a nice little game, and the particle engine with the right texture handles fire really nice.
Of course real-time volumetric fire would be the nicest, let''s just imagine if we could real-time render 3dsmax pyromania fire and smoke... niiiiiiice, wouldn''t it (and realistic with the avarage Joe computer?) =)
/G
Couldn''t you post a picture of how it looks?
I myself is working on a nice little game, and the particle engine with the right texture handles fire really nice.
Of course real-time volumetric fire would be the nicest, let''s just imagine if we could real-time render 3dsmax pyromania fire and smoke... niiiiiiice, wouldn''t it (and realistic with the avarage Joe computer?) =)
/G
lol yea i wish i can just export all the nice little effects of 3dsmax into a 3d engine without code... oops i woke up!! damn oh well, maybe somebody can write a sweet plugin that does that
If I recall correctly, the original Unreal uses flat textures set at angles in X-shapes as described above.
Miserable is right - they use animated textures - the more you intersect them the more volume you give to the fire plus if you add in the light source, set the texture gamma to max and perhaps spice it up with a little lens flare - et voila - fire!
crispy
crispy
quote:Original post by Crispy
Miserable is right - they use animated textures
They''re not regular animated textures, they''re a base texture that gets continually distorted and altered as they put it though a cumulative filter every frame. The filter is really neat actually, i remember reading some tutorials on using it properly, and theres about a million different options you can tweek to get all the different types of effects.
another thing you can do is simply ''layer'' the billboards. instead of putting them in an x pattern or something like that, just have two or three one on top of the next, and animate them independantly. it would would work with your existing code without much effort, and would give a depth to the fire that an ''x'' wouldn''t
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