Fandom

GameBlender 4 Ever

Particlesmoke

59pages on
this wiki
Add New Page
Talk1 Share

Particle SmokeEdit

GeneralEdit

Requirement: This tutorial is based on the Particles Fire tutorial. Alternative Particles Flame can be used.

User level: Normal

Blender version: 2.43

Results: Smoke and Fire

Tut part smoke result

The flame particle will be copied and modified to simulate smoke via an alpha texture.


PreparationEdit

  • Follow the Particles Fire or Particles Flame tutorial.
  • Create the texture with any paint program. Name it Particle_alpha.tga. It requires an alpha channel. You can use following channels to compose the texture:
Particle alpha white - The RGB map is plain white. With a white RGB map it is easy to simulate colored smoke including black smoke.
Particle basic - The Alpha map is visible in the center fading out to the border.
  • As black smoke is difficult to see on black background go to shading<F5> -> world buttons and change the background color to a medium color (not white).

Tut part smoke background

The Particle Edit

  • In layer two make a copy of Particle_fire name it Particle_smoke
  • Move Particle_smoke to layer three <m> or move it away from Particle_fire <g> for easier selection later.
  • Display the IPO curve Editor and make the IPO curve single user copy. This ensures we have separate IPO curves for smoke and fire.

Tut part smoke particle

  • The logic can remain as it is already.
  • Rename the IPO curve to Particle_smoke.
  • Remove the IPO curves ColR, ColG, ColB.
  • Change the IPO curves ScaleY, ScaleZ and add ColA as shown below:

Tut part smoke particle IPO

  • Use this guide to set the control points:
IPO keys
Channel 1 2
ScaleY (0.0,0.6) (30.0,2.0)
ScaleZ (0.0,0.6) (30.0,2.0)
ColA (0.0,0.0) (30.0,0.0)
  • Go into editmode (pre 2.49:Go into the UV Face select mode <f>).
  • Go to editing buttons <F9>.
  • Enable the Alpha button which disables Add.
  • Open the UV/Image Editor.
  • Open the image Particle_alpha.tga from the preparation

Tut part smoke particle UV

The Emitter Edit

  • Now it is time to add the smoke to the fire. Go to layer one and select the Emitter_fire
  • Display the logic buttons <F4>.
  • Add another always sensor. As we do not need so much smoke the sensor should fire with a frequency of 3.
  • Connect this sensor to a new AND controller.
  • Connect this controller with a new Edit Object actuator with Add Object "Particle_smoke", Time 60. The smoke will stay twice as long as the flames.

Tut part smoke emitter logic

  • Now it is time to enjoy the result:

Tut part smoke result

RemarksEdit

  • The density of the smoke can be controlled with the ColA IPO curve and/or with the frequency of the triggering always sensor.
  • The shape of the smoke can be controlled with the ScaleY and ScaleZ IPO curves.
  • Colored (and animated) smoke can be achieved by adding curves to ColR, ColG, ColB.
  • The length, speed and direction of the smoke is controlled by the Particle_smoke's motion actuator.
  • Be careful with the number of particles existing in one frame. It will impact the performance and the environment.

Up to Special Effects Tutorials

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Also on Fandom

Random Wiki