heat waves


(BMD) #1

Hi All!

I was just playing Super Mario Sunshine and was marveling at the heat waves produced (i.e. slight distortions in the view, like looking over a burning candle at something behind it)
and i haven’t a clue how to do it in blender. Any Ideas??

BMD


(Dittohead) #2

with a blend texture on some kind of wavy shape and an envmap over a flame, maybe alpha enabled on all these textures and then a lite noise texture with emit and alpha enabled on those.


(DAK) #3

No way! That wouldn’t look realistic at all. Much better to use particles.


(Dittohead) #4

How on earth would you use particles for simulation of heatwaves?


(BMD) #5

Ummmm, i don’t like the argument, but anyway, the effect is too hard at the edges… i tried a alpha level w/ a blend, but it made it too hard to get the over all thing clear…Help?

BMD


(ectizen) #6

I thought this sounded familiar - a search revealed this thread: http://www.elysiun.com/viewtopic.php?t=1012

This seems to be what you’re looking for, although I haven’t tried this myself, so I don’t know how good/easy it is…


(BMD) #7

ok, i did what it said, but i don’t know how to load a plugin… i know i am stupid…


(ectizen) #8

Hmm… I think it might help if you have experience using the sequence editor. I don’t but I decided to try anyway. The subsequent crash :frowning: , reboot :x , and ceremonial Eating Of The Bookmarks :o convinced me to abandon this for now…

If I’m feeling lucky, I’ll try again later when I get home.


(BMD) #9

AAAHHHHH the sequence editor is getting tooo annoying, how do you add sokmehting like a gamma cross ect?

I thought it was alt-c, but it isn’t working
hellp


(RipSting) #10

Hmm… Way back in the olden days before the newfangled warp plugin we did it another way! I’d definitly recommend using the sequence plugin, but just for fun here’s another way:

1)You render your scene without the heat waves in a low resolution
2)Parent a low-poly sphere to your heat wave particle mesh
3)Assign the low-resolution movie to the particles
4)In the material buttons for the spheres, set mapping to “Win”
5)Re-render in your normal resolution.

This technique is awesome for making “nvisible” creatures that blur the background as they move

Some drawbacks of this method are you have to render your scene twice if you make any changes and it can be time consuming if you have a complex scene.


(RipSting) #11

If you want to add anything in the sequence editor, it’s Shift-A


(BMD) #12

it seems to be taking a long time on my cpu to render it with warp…
don’t know if it’s accutally gonna render… so i am gonna try the other guy’s suggestion…

Dan


(BMD) #13

ok, the “old way” doesn’t work for particles, even if i use the “win” button, it still maps the texture on each halo…

thinks to himself ‘Will it ever end?!’

Dan


(0ptikz) #14

heres a link to a warp tute that I have been working on:

http://www.stormpages.com/madcow/Warp_tutorial/warp_tute1.html

USE IT, it’s really easy!


(RipSting) #15

ok, the “old way” doesn’t work for particles, even if i use the “win” button, it still maps the texture on each halo…

Ok… You’re not supposed to put the texture on the halo itself… You’re supposed to put it on a mesh sphere and have the sphere be the dupliverted object for the particle stream! One thing I forgot to mention was also to make it shadeless!


(BMD) #16

very cool, thanks everyone!

Dan


(Bapsis) #17

[email protected]!!!

Thank you HEAPS AND HEAPS!!! I just ran through your tute you listed here and i FINALLY grasped how to use this plugin. Awesome work man, you’ve made me very happy!!! :wink:

Cheers,
Matt

Blend on, and blend well!!!

PS: I HIGHLY recomend this tute for anyone who wants to learn this effect, very well written and easy to follow.


(BMD) #18

if the plugin worked on my computer…