Fire

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say113
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Fire

Post by say113 » Wed Jan 12, 2005 8:31 pm

Hey guys,

Just wondering if anyone has (or know someone who has) made any excellent fire effects (like a log fire) using the particle system. I looked around the boards..but cannot find any mention of such a thing. Hopefully there isn't one that I've missed :D


Thanks
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eugen
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Post by eugen » Wed Jan 12, 2005 10:29 pm

I know i did, somehow in the past...i dont know if i still have the code for it! it was a particle system so dont expect using it for performance...i just liked to way it looked ! :)
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Post by leedgitar » Wed Jan 12, 2005 10:34 pm

Have you checked out the Smoke demo that comes with Ogre? Perhaps the particle system used for that could be tweaked to your liking.
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eugen
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Post by eugen » Wed Jan 12, 2005 10:43 pm

here is a image of what i had in mind and the fire.particle file
hope it will help u...u can adjust it at your on will :)
Image
http://www.laserrollen.de/eu/OgreForum/Fire.particle

it should work! this is a 0.13 program but the resources must be there for this new version!
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Post by Kencho » Thu Jan 13, 2005 12:00 am

Have you seen the fire in SoulCalibur II ? That's a very realistic fire (at least for me) that is done combining a simple fire particle system, with an animated fire texture (the animation is quite simple -- fire waving). If you have the chance, take a look at that fire :) (you can see it around the Charade character)
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Post by Falagard » Thu Jan 13, 2005 12:30 am

Nice looking fire eugen!
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Post by AssiDragon » Thu Jan 13, 2005 1:02 am

Nice work eugen. Mine (http://assidragon.uw.hu/tempstore/flames.jpg ) doesn't look the same good lol, seems there's more to learn at this part too ;)
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alphageek
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Post by alphageek » Thu Jan 13, 2005 3:37 am

I was fiddling with this a while ago. You can get quite different effects based on what texture you use.

Image

Image

The first one looks much better when animated. I would encourage you to experiment with a noisy texture, unless you want a more amorphous glow-style fire.
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Post by nfz » Thu Jan 13, 2005 6:34 am

alphageek: very cool effects!
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epopov
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Post by epopov » Thu Jan 13, 2005 8:23 am

Another one:

Image

The particle script:

Code: Select all

TRPlayer/Torch
{
    	material		TRPlayer/Fire
    	particle_width  	250
    	particle_height 	250
    	cull_each       	false
    	quota           	50
    	billboard_type  	point
    
    	// Area emitter
    	emitter Point
    	{
		angle               		15
        	emission_rate       		25
        	time_to_live_min        		1
        	time_to_live_max        		1
        	direction           		0 -1 0
        	velocity_min        		100
        	velocity_max        		500
	}

	affector Scaler
   	{
		rate 	-200
   	}

}
The material script:

Code: Select all

material TRPlayer/Fire
{
	technique
	{
		pass
		{
			lighting off
			scene_blend add
			depth_write off

			texture_unit
			{
				texture flare.tga
				tex_address_mode clamp
			}
		}
	}
}
The tga used in the material is here: http://www.evpopov.com/images/flare.tga

Note: if you use the particle script, you may need to modify the unit scale (particle width/height, velocity min/max), as in my prog 1 meter is approx 500 units.
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say113
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Post by say113 » Thu Jan 13, 2005 6:58 pm

Wow, some truly awesome stuff there guys =) Thanks very much for your fast responses and I certainly look forward to trying them out =)
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Post by alphageek » Thu Jan 13, 2005 11:21 pm

Epopov that's awesome.
I'd love to see that with a glow billboard: I find it helps lighting look softer.
:)
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charlie
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Post by charlie » Sun Jan 16, 2005 9:09 pm

The fire in the screenshot posted by Epopov looks really great.

I wanted to get some hands on that and tried it myself (first time I was dealing with particles),
So I toke the code from the particle demo of ogre, and the files posted by you.
Although I played with the parameter Epopov mentioned I didn't get an effect that was as impressiv as on the screenshots.

I wanted to ask if you could recomment some parameters.
I can't say what's a meter in my demo, but I'm using the car form ogreode and the crate.mesh to see how big things get.

Any ideas how I should choose the params?
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epopov
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Post by epopov » Sun Jan 16, 2005 10:56 pm

How to proceed to see the fire effect in the Ogre smoke demo:

- put the particle script in the Media/particle folder. Modify the direction vector from '0 -1 0' to '0 1 0'
- put the material script in the Media/materials/scripts folder
- put the tga file in the Media/materials/textures folder
- in the Smoke.h file from the smoke demo, modify the name of the particle script from "Examples/Smoke" to "TRPlayer/Torch" and comment the line which sets the SkyDome ('mSceneMgr->setSkyDome(...)'). Indeed, if you don't do this, the torch will not look good because it will be too bright because of the blue/white background. It's better to see it on a black background.

Recompile and run, that should work.
If you want to modify the size of the particles, act simultaneously on (for eg, divide all them by 10):
- particle_width, particle_height, velocity_min, velocity_max, rate

HTH
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TobascoSpam
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Post by TobascoSpam » Wed Feb 02, 2005 6:13 pm

There's a fire shader and some other shaders at: http://www.cgshaders.org/shaders/
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say113
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Post by say113 » Wed Feb 02, 2005 7:12 pm

Oh very nice :D

Plenty of other awesome GPU based effects there too. Cool find :)
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