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creating mist & clouds
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i came across this image in the image folder and i was wondering how to make something like this. I assumed it was made with some sort of photoshop filter.
im trying to make one to use with the particle system. |
Just draw it with a stylus, or use a mouse, lay down some brush strokes and start using the blur tool.
I don't think it would be that hard. |
no its not i was just wondering if there was a specific tool or filter to do this. my attempt doesnt come out quite like i wanted but i guess it will do.
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I just doodled this up, feel free to use it if it's of any use (used my wacom tablet).
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can you export it as a 32bit image with alpha trans set
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I didn't save the file other than that JPG, perhaps later I can make you another if you so wish :P
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All you really need to do is just take the airbrush and set the color to pure white, and then you adjust the transparency of the brush to a really low setting, and start going back and forth over a black area. You just keep applying pressure to the area you want the whitest.
To make it even less brushed looking, you can use the smear/smudge/whatever tool to sort of mush it around the way you want it. |
If you want to do it with 32 bit "PNG Exporter> Alpha" than just create the cloud image on a secondairy layer and use smudge tool. But I have no idea how the particle engine does light effects on 32 bit images yet, should probely work the same as a image with a black background.
If your realy lazy, than use psp's custom cloud tubes and modify those (but thats cheap..) |
That was my cloud gfx hehe. I made it in photoimpact. It was an inbuild effect =P
/lazy |
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actually it doesnt matter if you use it in the particle engine or not. I usually end up using mode 1 (transparency) in light effects. but its all in what your trying to do. as for the picture tubes. ive been looking around but havent found any really good sites. for version 7 anyway. cloud tube wasnt built in. |
want to make clouds or landscape or water?
two words for you: perlin noise. google it ;) |
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Wow thats.. nice I actualy understand half of it x_x thats a first |
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I figured you would use fluctiating random point which have life cutoffs so it could either generate a nice arch or cut it off part way and begin another. The top of the arch (or bottome) would be defined randomly and the little script would just generate. o: |
ummm.. you lost me half way in the second sentince >.>!
But the Perlin Noise functions are quite handy I guess... I'm gonne apply them on my boring 3d textures to spice them up a bit. |
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