howto make a firing cannon?

want to make firing cannons,the flame part I think I know:some meshes with fire material,but the smoke?should I use a lattice with smoky materials?

 

Comments

  • Dave SavageDave Savage Posts: 2,359

    For still renders (not animated), I'd suggest using a 2D Face and just mapping a photo of some smoke onto it. There are several blending modes that can be set as well as the Transparency.

    If you'd rather go down the 3D route, I usually just apply volumetric smoke to a sphere and then stretch it to suit the effect. Volumetric smokes won't make a round shape when applied to a sphere. They will have raggy edges as smoke does. A word of warning though: Volumetric materials don't like being applied to overlapped geometry objects.

    Hope this helps.

  • ChoholeChohole Posts: 29,057

    I agree with Dave, only I tend to make smoke from rocks (either from the presets or dialed up from the stone generator) rather that spheres as rocks make some nice shapes when stretched on one axis.

  • mach25mach25 Posts: 159

    thanks for advice,I tried meshes shaped as balloons,looked bad

     

  • Dave SavageDave Savage Posts: 2,359

    Sometimes it takes a while to tweak the material so it gets the look you want.

  • SlepalexSlepalex Posts: 601
    edited September 28
    mach25 said:

    thanks for advice,I tried meshes shaped as balloons,looked bad

     

    It looks bad because you are not pushing those buttons and drag those sliders. :-)
    Did you want to do something like this?

    пушка.jpg
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    Post edited by Slepalex on
  • Wendy_CarraraWendy_Carrara Posts: 18,235

    LOL use Bryce and a volumetric cloud

  • mermaid010mermaid010 Posts: 2,226

    A nice example Slepalex

  • mach25mach25 Posts: 159

    thanks sleepalex,its a start

    MarcCCTx,thanks would be great for my firemage WIP

     

  • mach25mach25 Posts: 159

    imported and I had to choose three options and I choosed group material,maybe wrong one but easy to change materials but completely messed up groups when trying to turn gunturrets everything with that material turned around center of 3dmodel

  • mach25mach25 Posts: 159
    edited September 29

    don't like too much smoke,it makes the render to dark

    trying bullet traces,havent had time to finish model and UVmap it properly,just went ahead to get smoke/fire testrendering right

    V2battleship30_01b.JPG
    800 x 600 - 81K
    Post edited by mach25 on
  • HansmarHansmar Posts: 1,305

    Mach25: If you want to go for more realism, you have to get those fires more similar to the one shown by Slepalex. You're fires are rather 'plastic'. 

  • mach25mach25 Posts: 159
    edited September 30
    Hansmar said:

    Mach25: If you want to go for more realism, you have to get those fires more similar to the one shown by Slepalex. You're fires are rather 'plastic'. 

    I try to make them better,but looking at reference pic of battleship broadside shooting looks more like big fireballs and loads of smoke,maybe spheres are better?

    Post edited by mach25 on
  • Dave SavageDave Savage Posts: 2,359
    edited September 30

    I had 15 minutes to spare... This is no way perfect, but it's a good start for 15 minutes work.

    I mapped volumetric cloud to a torus. The fire coming out of the canon is one of David Brinnen's volumetric fire material mapped to a cone.

    CanonFire.jpg
    650 x 650 - 253K
    Post edited by Dave Savage on
  • mach25mach25 Posts: 159

    I had 15 minutes to spare... This is no way perfect, but it's a good start for 15 minutes work.

    I mapped volumetric cloud to a torus. The fire coming out of the canon is one of David Brinnen's volumetric fire material mapped to a cone.

     

    thanks very much,its looks more like how battleship fire a broadside looks like

  • HansmarHansmar Posts: 1,305

    Great atempt. Dave!

  • srieschsriesch Posts: 3,917
    edited October 3

    It can be helpful to use several objects rather than a single one for the effect.  That way it won't be quite as obvious that you are applying the effect to an object because the shape will be more irregular and less recognizeable as a sphere, torus, etc.  That may or may not work depending on what you are trying to achieve.  That also allows you to make slight variations to the material color and/or adjust the density or pattern of part of the effect while not affecting the entire thing at once.  And, if there's one obvious corner or sharp edge, you can hide it with an additional piece.  As mentioned earlier volumetric effects can't overlap without causing artifacts, so this would be problematic for an animated flyaround of your scene, but you can easily cheat with a static shot by just putting one in front or behind the other as long as reflections or shadows don't reveal the position is wrong.

     

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    screenshot, textured shaded.png
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    Post edited by sriesch on
  • mach25mach25 Posts: 159

    thanks sriesch

    that looks great and loads of flying airplanes and airshipsyes

  • HansmarHansmar Posts: 1,305

    Great work, sriesch. What a devastation you have created.

  • JamahoneyJamahoney Posts: 1,582
    edited October 3

    I recall doing a gun firing a bullet (it's at 2.00 mins and 2.15 mins in this YouTube link) - a little like a cannon, I suppose - in a general metaball animation some years back if it is of use.

    Jay

     

    Gun.jpg
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    Post edited by Jamahoney on
  • JamahoneyJamahoney Posts: 1,582

  • mach25mach25 Posts: 159

    thanks Jamahoney

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