03-28-2012, 04:35 PM
I kind of gave up using maps. I figured that the only way to get the result i'm after was to use geometries as collision objects and draw splines along the main lines of the shapes i wnat to draw with smoke and throw some simple ffx sources on those. This way i get the dynamic motion of smoke along the shapes and can keep the continuity of the flow of the smoke around the shape also (as seen on the storyboard/concept), and also even though the spines are drawn and locked to a sepcific 2D camera pint of view i still get a bit of depth. Heavy sims as i need quite some emitters to redraw the shapes, but Mixing it with other simulations in which i use the collision shapes as emitters this time i manage to compensate and fill in the rest of the shape in 3d depth (mostly using the fire emission with a smoky shader). I'll post some tests soon.
CHeers, A.
CHeers, A.

