Daimonin
Members login
Sign Up!      problems?
N F
* Daimonin Forum
Home Help Search Calendar

Welcome Guest, you have to register to post here.
Search

News

Stats
74036 Posts in 6703 Topics by 8113 Members
Latest Member: honda
Daimonin Forum  |  Contributions  |  Graphics  |  Graphics requests (Moderators: Sherock, subaru)  |  Topic: New Request: Volcanic type images « previous next »
Pages: [1] Go Down Print
Topic: New Request: Volcanic type images  (Read 810 times)
longir
Administrator
*
*
*
*
*


Karma: +24/-4
Posts: 2973



View Profile
« on: April 12, 2008, 11:58:06 pm »

Sammy did some great work for a start.

Needed:  Fire floors/floor masks
Lava flows
Craters/vents
Ash floors/floor masks
Volcanic rock/pumice floors/floor masks
Logged

DM
Dev Team Member
Site Admin

Mostly retired from playing
Nobbit
Lesser Moroch Avatar


Karma: +25/-11
Posts: 779



View Profile WWW
« Reply #1 on: April 14, 2008, 07:48:05 pm »

Might i add? Ty Smiley I tried it on my own for two weeks (no, this time without MT  Roll Eyes) - but i learnt again how bad i am in this. For a volcanic vinyard I'd like to have something that looks like this (see below). I tried with existing archs, but this is impossible.

http://img80.imageshack.us/slideshow/player.php?id=img80/7844/1208199151b4a.smil

These are pics from Lanazrote island, which is completely volcanic, but also well-known for a good wine. The walls and the volcanic granules collect the morning dew - other water will not be available.

Edit: Well, the walls should always point to the north, iirc

So what is exactly needed, is
a floor mask with kind of a dent
a 1/3 round wall of small volcanic rocks
a grape wine that grows horizontal (i know that this is not volcanic, but plant - but this plant is needed there only, i think)

Whoever might only think about doing this: TYVM!
« Last Edit: April 14, 2008, 08:06:28 pm by Nobbit » Logged

LordGrunt
Administrator
*
*


Karma: +7/-1
Posts: 289



View Profile
« Reply #2 on: April 20, 2008, 02:11:57 pm »



they are also here
« Last Edit: April 20, 2008, 02:34:33 pm by LordGrunt » Logged

CadaverForSale.com

Gadu-Gadu: 8194627
Torchwood
MapMaster
*
*
*


Karma: +34/-5
Posts: 948



View Profile
« Reply #3 on: April 20, 2008, 02:16:47 pm »


They look very nice LG ... you have talent!

And I see you've added other images to the first post in your POV thread - looks like its turned into "Lord Grunt's Sticky", as per the other graphic artists!

Good job!
Logged

smacky
Administrator
*
*
*
*
*


Karma: +114/-96
Posts: 5251



View Profile
« Reply #4 on: April 20, 2008, 02:24:09 pm »

Yes, the galleries still don't seem to be (easily) useable, so I guess it's still sticky time.

Nice LG, though as you say on IRC they are a bit dark yet. Well actually it's a contrast issue. Also, the magma in the right two needs to be redder. ATM it looks like honey. Wink

And these would be ideal for animating I think. So the contents bubble and spit.
Logged

LordGrunt
Administrator
*
*


Karma: +7/-1
Posts: 289



View Profile
« Reply #5 on: April 20, 2008, 02:37:01 pm »

indeed, torchwood Smiley maybe ill split it to make 1 topic for image sticky, 1 for configurations
just added lighter version, ill work on animating them a bit later

though, if gallery not working, my images fom imageshack will dissapear soon. hopefully, at this time they will be already in game Smiley
« Last Edit: April 20, 2008, 02:40:49 pm by LordGrunt » Logged

CadaverForSale.com

Gadu-Gadu: 8194627
Animegirl777
Ranger


Karma: +20/-3
Posts: 83



View Profile
« Reply #6 on: April 25, 2008, 11:06:40 pm »

those are nice lg Smiley
I don't think I have the artistic talent to contribute...Tongue
I actually tried making a wall thing but i don't think it looks like rocks Tongue
anyway good job Smiley
~Animegirl~
Logged

Smiley
^^
Cheesy
wawoolard
Orc warlord


Karma: +1/-2
Posts: 101



View Profile WWW
« Reply #7 on: May 08, 2008, 03:02:10 pm »

here is step of how to make a volcano out of blender hope u like it:

Learn particle animation

-Learn to model with proportional vertex editing




Start a new Blender project.

Make sure num lock is on.

Press ‘7’ on the num pad to go to top view.

Press Space.

Click Add->Mesh->Plane.

Notice that when you add a plane (or any object) it is already in vertex edit mode with all vertices selected.

Press ‘s’ to scale the plane and make it about 12x12 grid squares big. (Note: You can have more control when you scale, rotate or move objects if you HOLD Ctrl or Shift while you move the mouse. Holding Ctrl will make the object "snap" to the grid lines. Holding Shift will make your mouse moves smaller giving you much better precision.)




Hit the ‘w’ key to bring up the Specials menu. When you choose an option in this menu it will apply to any vertices that are selected (yellowed), we want to affect all vertices and they should already be all selected.




Click on Subdivide. Subdivide will take two selected vertices and add an extra vertex exactly half way between them. It does this for all the vertices in our case.

Hit ‘w’ again and click Subdivide again.

Subdivide a total of exactly 6 times.

You now have a plane with a LOT of vertices.




Hit the ‘a’ key to deselect all vertices.

Pick a vertex in the center of the plane and right mouse click it to select it.

Press ‘3’ to get a side view

Click the Proportional Vertex Editing button then click the Smooth Falloff button which will magically appear 2 buttons over. Now when you move your single selected vertex the vertices around it will move, too. The effect is greater on the vertices closer to the selected vertex.



Press the ‘g’ key (g is for grab) and move the mouse up. Notice how the proportional vertex editing works. You also should see a faint dotted line circle where your vertex started. This circle represents the area that is "proportionally affected" by the selected vertex. Press the ‘+’ key to increase the affected area, press ‘-‘ to decrease it. Give the circle a diameter of 12 grids and make your volcano 6 grids high. Left click the mouse to make your changes permanent.







 

Well its looking not much like a volcano yet so we need a crater in the top. The vertex at the top of the mountain should still be selected, if not right mouse click select it. Hit the ‘g’ key and notice the circle is too big. Press the ‘-‘ key until it has a diameter of 4 grids(oops my picture shows 2 grids, ignore that and make yours 4). Move the vertex straight down to the base of the mountain. Voila! A volcano!




Ok press ‘7’ to go to top view.

All this time we have been working in vertex edit mode. Press ‘Tab’ to get out of vertex edit mode. The volcano should look like a big pink square now.

Select the camera and move it back so you can take a look at your handy work.

Press ‘0’ to go to Camera view.

Press ‘z’ to see a shaded view of the volcano. Notice it looks kinda blocky.

Press ‘z’ to go back into wireframe view.

Right click on the volcano to select it (it turns pink).




Press ‘F9’ to open Edit options.

Click Set Smooth. Now press ‘z’ and the volcano should look better.



Ok so it’s still not quite a volcano. It needs liquid hot magma spewing out everywhere! But first, save your volcano as volcano.blend. I’ll wait….

Go back to top view (‘7’)

Left mouse click somewhere away from the volcano.

Add a plane.

This plane will be our particle emitter or lava spewer.



Press ‘F9’ to open Edit options.

Click on Hash.

Press ‘Tab’ to get out of Vertex edit mode (the plane should turn pink).



Press ‘F7’ to enter Animation options.

Click NEW Effect and then change Build to Particles (click and hold Build and move down to Particles).

Set your numbers to look like mine.



Save your work!

Take a look real quick at two important numbers: Norm:0.080(in purple) and Z: -0.040 (bottom left). Norm is short for normal. The normal is the initial direction the particles will travel and the number represents the speed in which they will travel. The Z represents another force acting on the particles along the Z axis, this number will simulate gravity in our virtual world. You can play around with these numbers and see how they affect the particles.

Press ‘3’ to go to side view(make sure you can see the particle emitter).

Move the mouse cursor into the same window as the particle emitter and hold ‘Alt’ and press ‘a’ to watch the particles animate. Set the values back to my values when you are done.

Press ‘7’ to go to top view.

Now we need to put the lava spewing plane inside the volcano.

Right mouse click select the plane.

Press ‘g’.

Stick it right in the center of the crater. Left mouse click when the plan is where you want it.

Press ‘3’ to go to side view.

Press ‘g’.

Move the plane about a third of the way from the top of the crater.



Now press ‘0’ to go to Camera view and press ‘Alt’ and ‘a’ to watch the animation.

Alright its spewing something but it is not quite lava. Those particles are in need of some textures.

Make sure the particle emitter plane is selected. Press ‘F5’ to open the Material options.

Make a new Material and name it Lava.

Press ‘F6’ to open Texture options.

Make a new Texture and name is Lava also.

Click Clouds and then click Soft noise(bottom left of screen in green).

Press ‘F5’

Set your Material values to look like mine.



Now select the volcano. Make a new Material and name it volcano. Give it a brown color.

R = 0.200

G = 0.100

B = 0.000

Add some lights to the scene to illuminate the volcano.

Go to about frame 100 and press ‘F12’ to render the frame.

Good work! Now you can render the entire animation and enjoy the fireworks!

« Last Edit: May 08, 2008, 05:48:32 pm by wawoolard » Logged

waw
Nobbit
Lesser Moroch Avatar


Karma: +25/-11
Posts: 779



View Profile WWW
« Reply #8 on: May 08, 2008, 04:07:37 pm »

Nice tutorial! So it nearly don't matter that the movie don't work for me Wink
Logged

wawoolard
Orc warlord


Karma: +1/-2
Posts: 101



View Profile WWW
« Reply #9 on: May 08, 2008, 06:25:51 pm »

also here is to make smoke and fire Smiley

Using Blender's Particle System to Create Simple Smoke and Fire
(2.41)

The simplest way to think about the particle system is that any mesh object can be made to emit particles. By default, the particles are emitted from the object's vertices in an invisible ray.

You can specify the colour and transparency of the particles, the speed and direction in which they travel, and their size and range of travel. These values are particle "attributes". By combining different attributes, you can make particles look like bullets, Jedi lightsabers, smoke plumes, or the flames of a fire.

The following tutorial is not the only way you can create such effects, and expert blender users can probably do it much more efficiently and economically. It is a simple effect, intended to let you learn some of the features of basic particle animation.





Some screenshots would be helpfull for this tutorial. Add if you can

[edit]What You Need to Know before You Start
In order to complete this tutorial, you must...

Understand how the Blender 3D interface works so that you can select objects and manipulate them in 3d space.
Know how to select options and change numeric values.
Be able to create and illuminate a simple mesh with lights.
Be able to adjust the camera.
Know how to configure the render and animation settings.
[edit]Setting Up the Workspace
Start from the default blender configuration and set up your view as a 2-panel display of the main 3D view window, and a smaller panel underneath it for the buttons window.

Create a mesh of a 3-division icosphere in the center of the 3d window. This icosphere will be our first "particle emitter".
Add a couple of area lamps at very low energy (about 0.075). Arrange the lamps on either side of the icosphere.
Press the F10 key to display the render buttons window.
Set up the render options to give you a quick, low-resolution render as follows:
set OSA, SHADOW, ENV MAP, and RAY off (not highlighted)
set image size to 50%
Now press F5 and then click materials, now under the “Shaders” tab make sure halo is selected.(edit, should be tried if below does not work)
Press the F12 key to make a quick render, proving that you can see your icosphere centered in the view. If not, adjust the camera direction so that it points right at the icosphere as follows:
In the view window, press KP5 to toggle to grid view (grid showing).
In the view window, press KP1 to toggle to front view.
In the view window, click on the camera to highlight and select it.
In the buttons window, press the F9 key to display the editing buttons.
Click on the Show Limits button. The camera now has a direction line, showing where it is pointed.
Press the R (rotate) key to select the camera for rotation and rotate it with the mouse until the direction line runs through the centre of the icosphere.
Press the Enter key to confirm the new direction and exit rotation mode.
In the view window, press KP7 to toggle to top view.
Repeat the alignment described in steps 6 and 7.
Press KP0 to return to camera view mode and press F12 to repeat the quick render. The icosphere should now be dead centre in the image.
(Note - you can also use the rotate widget to point the camera, but I'll leave that for a different tutorial).

Why not do it now? See that depressed finger button right under the viewport? (don't worry it'll cheer up!) right next to it are three essential time saving buttons. Going from right to left are the Move, Rotate, and Resize widgets. These appear at the 3D pointer location and affect the currently highlighted objects. left click on a colored axis to perform the desired function solely along that axis. Usefulness = 11 out of 10

[edit]Making a Smoke Plume
Smoke is easiest to model, and learning it first will give you some insight into the particle system. Begin by making a simple particle emission that you can see in the view window as follows:

Simple Particle Emission

RMB on the icosphere to select it
In buttons window press F7 to display Obj. buttons
Click the "Physics" Tab and in the second pane labeled "particles" hit "NEW"
The Particles and Particle Motion tabs are displayed (** It is possible to split the panels so that you can see both at once. LMB on either the Particle or Particle Motion label and drag to the side. The panels will seperate. ** This is an optional step and not necessary to complete the tutorial)
Before going further, Press the F12 key to make a quick render of the current state of the object. What you should see at this point is nothing. Your icosphere appears to have vanished. This is because you have now declared all its vertices to be nothing more than particle emitters. Also, the particles have no visible attributes at this point, so there is nothing for the renderer to see.

LMB on the Particles tab (if you haven't split the panels)

Make the following two changes to the particle system:

Click on the Static button.
Click on the "Particle motion" tab.
Change the value of Norm from 0.000 to 0.100 (Hint: click once on the right arrow symbol in the box).
Notice that the view window now shows a stream of particles (You MUST be in OBJECT MODE to see particles) jetting out from every vertex in the icosphere, making it like like a star. Use MB3(MMB) to rotate the view so that you can appreciate the symmetry of the particle stream. Press KP 1 to return to front view.

Press F12 to make a quick render of the changed object. You should see something that lookes like a white explosion. Each particle is rendered as a glowing ball, but the particles are fairly large at this point, and you cannot see them as individual particles.

Use the following procedure to make the particles smaller. At this time, you will also give them a color and some transparency to make them look a little more like puffs of smoke.

Smoke Particle Material

In the buttons window, press F5 to display the shading window.
Click on the material buttons icon (red gobe) to display the material.
Click on the Add new Button
Change the name of the material to MA:smoke
The default colour is a brownish grey, which is fine for smoke, so do not adjust it at this point. However, you want to give it the following attributes:

Smoke Particle Attributes

Click on the Shaders tab to display the shaders panel.
Set the specularity (shininess) to 0.000.
Click on the Halo button. Notice that the preview sample changes to something resembling a cloud.
Set the value of Hardness to 15
Set the Halo size to 0.300
Set the value of A (Alpha) to 0.80.
The preview sample might now look as if it has vanished. However, press F12 for a quick render and you will see that the former white explosion has now become a star of smoke puffs. This pattern is still too organized and regular to look much like smoke, but you are getting there.

To model the smoke, press F7 to display the Object buttons in the buttons window again. When you first set up the smoke model, you set the particle emission as "Static". However, you want your smoke to build and to move in the final model, so the next step is to randomize the particles and make them move like drifting smoke.

First, let's look at the default animation of the smoke particles:

Click on the Static button. Notice that the star of particles vanishes, and the mesh is now drawn only as vertices - no polygons.
Ensure that the icosphere object is still selected (highlighted purple).
Pres KP0 to go to camera view.
Put the cursor In the 3D View window and press Alt-A. Notice that each vertex now emits particles in the same star pattern.
Before you proceed, take a quick look at a rendering of the animation as follows:

In the buttons window, Press F10 to display the Scene buttons.
In the Format panel, click on the PC button.
In the Format panel, choose AVI JPEG as the file format.
In the Render panel, set the image size to 25% (small, for a fast render).
In the Anim panel, set the value of End to 100, to create a 100-frame animation lasting about three seconds.
In the Output panel, set the filename to /tmp/smoketest, or any other save location that you prefer.
Press the Anim button to begin rendering.
When all 100 frames are rendered, press the Play button to review the animation.
What you should see is a cloud of smoke puffs starting from the location of the icosphere (which is invisible) and radiating outwards. it looks a little like an explosion of smoke, but is still too organized and regular to appear as smoke.

Now that you have invested some time in creating the animation, it might be worth saving the .blend file. After you have saved the file as smoke1, you can experiment with making the particles look more like smoke. Go back to the section titled:

Smoke Particle Attributes and experiment with the values of Halo Size, Hardness and Alpha. You can also go back to:

Smoke Particle Material and experiment with the color of the smoke. You do not need to create a new material, you only need to change the existing RGB values.

For example, a Halo Size of 0.900, an Alpha value of 0.100, and a hardness value of 1.0 will produce a denser, more realistic smoke. After you finish experimenting with the values, use these values and save the file again.

Randomizing the Smoke Particles

If you are modelling smoke from a fire, you want the particle system to move randomly, but to drift in a predictable direction as if moved by a breeze or simply billowing up from a source of fire.

Blender's particle interaction options provide some sophisticated ways to control particles and make them interact with the environment. However, for this tutorial you will simply specify some variables that randomize the particles and move them in the desired direction. You can learn about particle interaction later.

To set up the model, first revert to a static view of the particles, as follows:

In the buttons window, press F7 to display the object buttons.
In the Effects panel, press the Static button. Notice that the 3D view changes to the particle star.
Press KP1 to display the front view.
In the Effects panel, find the group of variables labelled "Force" [Under "physics" button and "particle motion" tab in Blender 4.1] and change them as follows:
Change the value of X to 0.200. Notice how the particles are now skewed to the right.
Change the value of Z to 0.200. Notice how the particles are now skewed upward.
In the Effects panel, change the value of Randlife to 0.200. Notice that the pattern of the particles becomes more disorganized.
In the Effects panel, change the value of Rand to 0.100. The pattern becomes even more disorganized.
Press KP0 to return to camera view.
What was formerly an organized star of particles has now become a random mass. You can now preview the animation as follows:

In the Effects panel, click on the Static button.
In the 3D view window, press Alt-A.
The cloud of particles now drifts randomly to the right. Preview the animation as follows:

In the buttons window, press F10 to display the Scene buttons.
Press the Anim button to start the animation
You should now see a much more realistic drifting cloud of smoke. However, one of the problems with it is that you can still see a pattern of particle emission from the vertices of the object. One way to make this less visible is to reduce the scale of the object, squeezing the vertices together, although that will make the source of the smoke appear very dense. Using the mesh edit decimator option to reduce the number of vertices will make it less dense, as will ramping up the Alpha value of the smoke halo.

The *BEST* way to truly randomize particle emission is to select the emitter and go into edit mode (TAB key), select ALL vertices of the emitter ("A" key), go to the Editing menu (F9), and then to the Mesh Tool Subpanel. There, press the HASH button, then leave edit mode (TAB key). You will now see particles emit in a TRULY random fashion, something that has been overlooked by nearly every other tutorial available.

There are many other ways to make the smoke look more natural, such as by animating the value of Alpha or color to make the smoke seem as if it is getting thicker. You can use several emittors to send out particles of smoke of different color and density, with different rates of emission. By animating emittors, you can create a very realistic effect - or even a moving cloud system.

However, for this tutorial, we will keep it simple, and move on to the next step of animating simple flames and sparks to mix in with the smoke.

At this point, you can save the file, and then experiment with changing the values of the particle system to see how it affects the smoke.
Logged

waw
Torchwood
MapMaster
*
*
*


Karma: +34/-5
Posts: 948



View Profile
« Reply #10 on: May 08, 2008, 08:29:54 pm »


For the Volcano tutorial, see the original here:
http://kahuna.clayton.edu/~jbrooks/blender/tutorials/volcano/

And for the fire/smoke tutorial see here:
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Making_Fire

Those are both good tutorials Wawoolard - but no need to repeat them on the forum - just post a link to any good ones you find.
Logged

Nobbit
Lesser Moroch Avatar


Karma: +25/-11
Posts: 779



View Profile WWW
« Reply #11 on: May 08, 2008, 09:04:43 pm »

ouch, that hurts, wawoo
Logged

vinhi
Writers' Guild
*
*


Karma: +11/-0
Posts: 490



View Profile
« Reply #12 on: May 08, 2008, 11:37:31 pm »

Thanks for the tutorial links -- added them to the Tutorials sticky in the Graphics parent forum.  If we come across any other decent tutorials, please alert my attention to them and I'll gladly add them to the sticky.
Logged

[img:9954d9ca8d]http://www.castlecops.com/zx/jboz24/daimonin_levels.gif[/img:9954d9ca8d]
grommit
Administrator
*
*
*
*
*


Karma: +27/-2
Posts: 2481



View Profile
« Reply #13 on: May 09, 2008, 11:00:50 am »

This is seriously hijacking Longir's thread. I hadn't noticed this before - did someone merge two topics?
Logged
Pages: [1] Go Up Print 
Daimonin Forum  |  Contributions  |  Graphics  |  Graphics requests (Moderators: Sherock, subaru)  |  Topic: New Request: Volcanic type images « previous next »
Jump to:  

Page created in 0.258 seconds with 25 queries.
Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC
Seo4Smf v0.2 © Webmaster's Talks
Copyright 2008 Daimonin MMORPG  •  Terms of Service  •  XHTML  •  Daimonin sourceforge open source project