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rasputin

Your best "recipe" for cigarette smoke?

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Hey guys,

I have a scene where I need to show gentle plumes of smoke arising from a lit cigarette...   in a still environment (no wind).     Like something in this attached photograph.

Have you a good "recipe" for modeling and texturing the smoke?    

Thanks,  ras

2039732616_cigarettesmoke.thumb.jpg.82377f419ec9acc2e2e56d08e2f38a4c.jpg


Art is mostly about liking things.---   Andy Warhol

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Just adding smoke to a static cigarette?  Honestly, I'd just film the smoke from an actual cigarette burning against a black background and comp it in.  I've tried my hand at getting TFD to generate cigarette smoke with little success after lots of time trying.

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For the first parts that are simple looking you can just draw a spline, then add it to a sweep object and change the size in details to get this nice curve.

As for the rendering just add a fresnel to the alpha channel and you will get something to work with with some adjustments.


3D is where your dreams come true ... or at least mine :D

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2 minutes ago, maliohammad said:

For the first parts that are simple looking you can just draw a spline, then add it to a sweep object and change the size in details to get this nice curve.

As for the rendering just add a fresnel to the alpha channel and you will get something to work with with some adjustments.

I wonder if this would work with a couple of intersecting sweeps and then using the new Volume mesher in R20 to subtract one from the other?  I think it would only work for the exact framing of the image you posted, @rasputin.  If the camera was any wider, you would be missing the more complex swirling that happens as the smoke gets higher and cools off.

I don't know exactly what you're going for, but if you want it to be photo-realistic, it's going to be pretty tricky to get it right using 100% CG.

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4 minutes ago, natevplas said:

I wonder if this would work with a couple of intersecting sweeps and then using the new Volume mesher in R20 to subtract one from the other?

It can work, but having a messy multiple objects can be good in this case, as it will make it seem more complex. 

As for the end details, it is way harder but still possible for a still image, but the time and effort needed for it is really high.


3D is where your dreams come true ... or at least mine :D

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if you need it just for a still, i'd just comp in an image. if it needs to be animated you could also do it in post with trapcode particular for instance. i've managed to get pretty realistic cigarette smoke out of it in the past. if you need to do it directly in c4d you could either do it with xparticles by emitting from only the shell, not the volume of a cylindrical object and using curl noise. be aware that you will need millions of particles to get a dense uniform smoke. also you can try to make it with explosia fx in xparticles, in that case i'd try to emit from a plane that is animated, rotating and moving around at the same time. if you don't have xp you could try it with a texture only solution. make a few planes, add a white material with an animated turbulent gradient in the alpha channel to them and animate the material offset in y. additionally add a wind effector to those planes to get an extra layer of wavyness. i've done this in the past for cartoon projects, looked more realistic than i wanted it to look. 

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