  | | | Man on fire looking for suggestions | Man on fire looking for suggestions 2005-06-17 - By Brad Friedman
Back I've not seen your plate so I'm not sure if this is useful.
However, generally, flames travel upward and when the source that is burning translates around, the older parts of the flame lag behind. So, a compositor might be able to use a displacement map (not our 3d displacement maps, but a 2d compositor's displacement map, where pixels are shifted left, right, up or down, based on another image) and prey on the fact that the parts of a flame that are higher in the frame will have more displacement than the parts that are lower (use a gradient oriented vertically to attenuate the displacement). That should let you get some ammount of movement and lag on the flames if you go with live action plates for the flame. The direction of the displacement is probably worth hand keyframing if the plate isn't too long.
Anyhow, that would be my first instinct.
-brad
kim aldis wrote:
>I'd go for live action fire. The problem you'll likely have if it's done as >a comp is making the flames move realistically as he moves around, you'll >need to figure a way to get the flames to inherit his motion and kind of >trail behind him. Maybe some cloth or something with the live action >textured on it. > >Just a thought. > > > >>-- --Original Message-- -- >>From: owner-xsi@(protected) >>[mailto:owner-xsi@(protected)] On Behalf Of Bob Cobb >>Sent: 17 June 2005 16:00 >>To: xsi@(protected) >>Subject: Man on fire looking for suggestions >> >>Hey Guys, >> >>I am having to add fire to an actor in a shot and I am just >>curious if anyone has any suggestions. My current direction >>is matching a 3d mesh to the actor then emitting fire >>particles from various areas on the mesh. Then combining this >>with some 2d particles and flame comped real particle >>footage. I just was wondering if anyone had ever had to do >>this before or had any ideas or places I can look for info. >>I only ask because I know the particles can sometimes be a >>nightmare and this thing has a tight turnaround >> >>Thanks for any info. >> >>Bob >>--- >>Unsubscribe? Mail Majordomo@(protected) with the following >>text in body: >>unsubscribe xsi >> >> >> >> > >--- >Unsubscribe? Mail Majordomo@(protected) with the following text in body: >unsubscribe xsi > >
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html;charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1" http-equiv="Content-Type"> <title></title> </head> <body bgcolor="#ffffff" text="#000000"> I've not seen your plate so I'm not sure if this is useful.<br> <br> However, generally, flames travel upward and when the source that is burning translates around, the older parts of the flame lag behind. So, a compositor might be able to use a displacement map (not our 3d displacement maps, but a 2d compositor's displacement map, where pixels are shifted left, right, up or down, based on another image) and prey on the fact that the parts of a flame that are higher in the frame will have more displacement than the parts that are lower (use a gradient oriented vertically to attenuate the displacement). That should let you get some ammount of movement and lag on the flames if you go with live action plates for the flame. The direction of the displacement is probably worth hand keyframing if the plate isn't too long.<br> <br> Anyhow, that would be my first instinct.<br> <br> -brad<br> <br> kim aldis wrote: <blockquote cite="mid200506171359.j5HDxxxt023443@(protected)" type="cite"> <pre wrap="">I'd go for live action fire. The problem you'll likely have if it's done as a comp is making the flames move realistically as he moves around, you'll need to figure a way to get the flames to inherit his motion and kind of trail behind him. Maybe some cloth or something with the live action textured on it.
Just a thought.
</pre> <blockquote type="cite"> <pre wrap="">-- --Original Message-- -- From: <a class="moz-txt-link-abbreviated" href="mailto:owner-xsi@(protected)" >owner-xsi@(protected)</a> [<a class="moz-txt-link-freetext" href="mailto:owner-xsi@(protected)">mailto :owner-xsi@(protected)</a>] On Behalf Of Bob Cobb Sent: 17 June 2005 16:00 To: <a class="moz-txt-link-abbreviated" href="mailto:xsi@(protected)">xsi @(protected)</a> Subject: Man on fire looking for suggestions
Hey Guys,
I am having to add fire to an actor in a shot and I am just curious if anyone has any suggestions. My current direction is matching a 3d mesh to the actor then emitting fire particles from various areas on the mesh. Then combining this with some 2d particles and flame comped real particle footage. I just was wondering if anyone had ever had to do this before or had any ideas or places I can look for info. I only ask because I know the particles can sometimes be a nightmare and this thing has a tight turnaround
Thanks for any info.
Bob --- Unsubscribe? Mail <a class="moz-txt-link-abbreviated" href="mailto:Majordomo @(protected)">Majordomo@(protected)</a> with the following text in body: unsubscribe xsi
</pre> </blockquote> <pre wrap=""><!----> --- Unsubscribe? Mail <a class="moz-txt-link-abbreviated" href="mailto:Majordomo @(protected)">Majordomo@(protected)</a> with the following text in body: unsubscribe xsi </pre> </blockquote> <br> </body> </html>
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