Je voulais savoir comment on créé de la fumée au-dessus d'un volcan ?
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I wanted to know how i can create smoke on top of a volcano ?
I developed a method with Functions.
http://forums.planetside.co.uk/index.php?topic=3691.msg49482#msg49482
I believe others have used the painted shader.
Thank you ;).
tu peux me faire un plan stp par mp ?
you can me to make a map please / mp ?
Sorry, something is getting lost in the translation. Are you looking for a tutorial on how to use the functions I pointed to?
Try downloading the tgd in the link above. (it's the tiny text at the bottom below the image) See how it's done. Then experiment. Part of the fun of the program is experimentation. There really are not any set rules of how to do things. There are some that are less render, memory, or work intensive which have been posted.
The best advice I can give... Use the search function of the forum, and read, read, read.
Have you had any results Bla bla?
(http://img194.imageshack.us/img194/359/paintedw.th.png) (http://img194.imageshack.us/i/paintedw.png/)
voila le resultat ^^
Here is the result
That's a good start. A volcano can be made with a 1000 x 1000 height field. Attach a crater shader to the top. Two different cloud layers can create the volcano's mushroom cloud at top, and the column cloud leading to it. I would use strong vertical components on the column cloud.
That's a funky looking cloud :D
Almost like a soap sud....
(http://img404.imageshack.us/img404/7704/painted2.th.png) (http://img404.imageshack.us/i/painted2.png/)
(http://img249.imageshack.us/img249/7835/painted3.th.png) (http://img249.imageshack.us/i/painted3.png/)
eheh, ^^ I'm to amuse^^
Je m'amuse.
Give yourself a cloud layer. Use a distance shader centered at your volcano in the blend by shader input at the bottom. Reverse the black and white colors. Then set a camera up in your volcano. Use this new camera for the cloud center.
This should give you the controlled cloud you are looking for.
You might be able to stretch the cloud with a couple of twist and shear shaders in a merge shader, or something.
There is a minimum height setting in the T+S shader. Make the base of the plume as thin as the crater and stretch it along the XYZ's from the level you want it to billow out...
* ^^
Doesn't work. I'm playing with other ideas just now, keep you posted...
Ok, I've gotten nowhere trying to distort a single cloud layer at certain altitudes with transforms, twist and shears or redirects.(someone managed to use twist and shear on clouds here before, in a thread called 'clouds follow terrain', I think, but I can't get the effect to appear only at a certain desired altitude when it's used on a cloud layer, only all over).
I have managed to create a simple demo scene that uses 2 cloud layers driven by 2 similar painted shaders(as Ogre stated earlier), in the 'plan Y' setting, painted on the ground. I'll attach it here.
It's crude but, it's a working model...
[attachimg=#]
Ogre's is really good. Unfortunately, I can't use the function nodes, no mathematician, me.
Here is a quick guide to the inputs for the plume function. Hope this helps. Look at the TGD file I linked to.
I also attached a sample image from my Blaine project which uses the function.