Original Post
🔒 Locked
Flame particle system
Advertisement
For larger fires, just make the particles rotate about the camera view direction. They should rotate "outwards" from their emission source -- the edge above the source should move upwards.
For smaller flames, you may be better off with using a 2D fluid simulation and rendering the result as a texture.
For smaller flames, you may be better off with using a 2D fluid simulation and rendering the result as a texture.
Quote:
Original post by Katie
For larger fires, just make the particles rotate about the camera view direction. They should rotate "outwards" from their emission source -- the edge above the source should move upwards.
For smaller flames, you may be better off with using a 2D fluid simulation and rendering the result as a texture.
thanks I think I know what you mean
if I choose the first one I need to calculate the position in view coordinate, but I prefer world coordinate. do you have any idea I can implement in world space including position, velocity and acceleration?
Google for "Smooth Particle Hydrodynamics" (SPH)
The math isn't actually that complicated and you can emulate quite a lot of turbulent effects this way. The problem is usually boring cpu drudge work, like the need to have lots of them, each detecting nearest neighbours etc
The math isn't actually that complicated and you can emulate quite a lot of turbulent effects this way. The problem is usually boring cpu drudge work, like the need to have lots of them, each detecting nearest neighbours etc
Topic Locked
This topic has been locked by a moderator. New replies are not allowed.
Sign in to reply to this topic.
Advertisement