Puff Of Smoke

PhantomVideo

Well-known member
Trying to make a short fast puff of smoke that lingers, like puting a wizard into shot playing with CC Partical World not having too much luck

any ideas ?
 
does it go up, then bloom and fade (like mushroom shape) with the speed decaying as time passes?

some more deatails please, a hand sketch would help.
 
No gravity, quick bloom but once to size it holds steady, solid roundish puff of smoke and actor appear through as the smoke fades out
 
Here is a quick initial test, its got tons of tweakable parameters, and I only ran the simulation at medium rez and only for 100 frames,

Of course once your happy with the general "flow" of it I can simulate and render a final version.

Of course if you really want to get fancy and for a small fee, I could of course take your handheld moving shot, then do camera match and then composit it, it will look alot more "real" since the smoke will move correctly in 3d space in sync with real world camera.


CGI "Puff of Smoke"

http://www.youtube.com/watch?v=vlDR4bxPaAk
 
hi there sorry, iwas just wanted some help with CC Paritcal World, i wasnt wanting to buy it, the mushroom cloud is pretty cool, but it would be less dramatic to finish like the smoke would just slowly disperce into the air
 
I've never heard of CC particle world, but I'm assuming its similar to any other particle system such as trapcode.


In general with particle systems to create smoke:

To do very basic smoke, use wind forces to attract the smoke towards the direction you want, get the particles to live for a small period and start off big but shrink over time.
Apply an opacity map on a circular gradient ramp, with some noise. Then use directional blur.


That test clip was just an example, of course you can control the smoke to do alot of things (within reason, well physical laws that its based upon).

In my experience, you can get some nice results with particles, however I've found that if you want realistic fires/water/smoke/debris/explsions/dust/vapour etc then you do need to start thinking about fluid simulators, or even mixing particle systems to drive a fluid simulations + volumeteric rendering.

But if you still want to use particles inside of AE, then trapcode may be a better option, since it has lots of tutorials online. Not sure but I think trapcode is inlcuded inside of CS3 as standard?
 
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