hi guys i was wondering on how you create fx for games, particle fx based or volumetrics and fluids.
i have these idea that there is an emitter that emmits planes that are always facing camera and that each plane is projecting an animated movie(small one soit doesnt spend too much resources). is it the way ? or am i completly wrong?
and if its in fact small animated sprites..how do you produce them for real time? resolutions and transparency? i have seen sprites in older games that are a sheet with all the frames in it, but i got no clue on how to do those.
anyone can share some light on this? thanks
ps: also, how do you create particle systems for realtime games? is there any engines speciailized on that?
Replies
3dsmax has a pretty robust particle system included. I love me some particle flow and it functions pretty close to UDK but does a whole hell of a lot more.
If you're looking for Volumetrics and Fluids you're kind of stuck, there aren't any true realtime options for that kind of stuff.
If you're looking for off line rendering I highly suggest FumeFX for clouds and fire.
i guess i can render some volumetrics from fume or aB and turn them into cards and try to play around with particles to make it look like clouds.
by the way, what is the general resolution accepted for each card of a particle? and for how many frames? is like 256x256 for like 60 frames ok, or can i go a little above that like 512?
As for the particle frame count, it really depends on the effect. I've worked with some systems that actually run at 15 fps but through some kind of voodoo magic they play at normal speed but with a lot less frames.
It's hard to speak in general terms about very specific engine related things.