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Making Flames and lightning

Started by January 17, 2003 10:11 AM
4 comments, last by XDarkScar 21 years, 9 months ago
yea flames and lightning are hard anyone got tips how 2 make them or a program to make them
Easy way of programming: Coding, Debugging, Swearing.
Google / Game Tutorials / GameDev.Net / My Project server. Check it out.
Project: N/A / Percent Complete: 0% / Due Date: N/A
Flames are just a light. Your 3d program should have a whole load of lighting properties to adjust. Generally, you want to set an inner light color and an outer light color (orange and red etc), you''ll want to make hte light "visible" (not just illuminate things), you''ll also want to add some sort of noise property to it to make it "move".

At least, this is how you do it in Cinema 4d...

Lighting however would be more difficult. You could probably do it with a chain of tube shaped lights.... but what might be easier would be to create a chain of "tubes" or something similar (basically, create the lightning bolt as an object) and then give it a texture with a glow and a luminosity to it...

If you wanted to animate this, create the objects as a hierarchy and animate the visibility of the pieces... have each piece down the line appear one after the other.

Just a few ideas for you to play around with
- T. Wade Murphy
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I find flames are extremely easy, to program at least. You might want to try writting a program to create them, taking a snapshot and fixing it up in photoshop. Just an idea
Much of lighting is simply the randomly strobing, bright ambient light that occurs. You don''t need to "see" the lighting to get the feeling that a lighting flash has occured. If you are looking for lighting coming out of one''s fingers to strike dead an opponent, this idea is not of much use, but for outdoors it can be effective (especially when associated with sound).
2d or 3d??? and what do u need these images for?

ive learned from personal experience that photoshop can be used to create just about anything, all that is needed is time and effort
bilboarded particles, duhhh...

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