Posted: Tue, 21st Nov 2006, 3:14am
Post 1 of 6
I know there's different variations of smoke in the preset library, but there doesn't seem to be just an effect that is rising smoke. I always end up having to butcher my smoke effects to get a simple column of rising smoke. Any help would be great. P.S. Can that be made for effectslab?
Posted: Tue, 21st Nov 2006, 5:27am
Post 2 of 6
Yeah, a basic column of rising smoke should't be too difficult for the particle engine. What is the shot you need it for? I ask because a column of smoke a mile away will move totally different than a column of smoke 20 feet away. How far away is it, and how big is the fire?
Posted: Tue, 21st Nov 2006, 11:43am
Post 3 of 6
probably about a mile. It's off in the distance in a wrecked fortress. I would put a few columns of smoke, not just one big one, in different areas. The fire would be like a little smaller than a house, but it's also off in the distance, so... I don't know how helpful that is but if you have any other questions, feel free to ask. Thanks.
Posted: Tue, 21st Nov 2006, 10:11pm
Post 4 of 6
Hmm...strange. I was just making a column of smoke in the background of a Call of Duty screenshot, when for some unexplainable reason, the particle emitter seemed to stop emitting for a frame or so. I looked at all my settings, and nothing changed, nor had the emitter been switched off for a frame. It just 'stopped' for about one frame, then went back to emitting smoke.
Then as I flipped between frames, I suddenly got an error message saying something about the runtime making the program end the wrong way.....then the program crashed - something that has never happened to me before. I downloaded the update yesterday...could it have something to do with that?
*Edit* Huh. It happened again. Different project this time, but also with particles.
Posted: Tue, 21st Nov 2006, 11:20pm
Post 5 of 6
Try raising your "max particles" setting. This is the maximum number of particles that can be on the canvas at one time.
Posted: Wed, 22nd Nov 2006, 1:16am
Post 6 of 6
Ah, that could be it. I had a rather high particle lifetime in that instance, so I wouldn't be surprised if that was the problem. Thanks!