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Creating smoke using procedural textures
by Nikolay Gachev, Worldwide-FX 28/01/2005 Lisez-moi
This is very simple and quick tutorial, showing how to create realistic smoke/fog using only procedural texture. The main advantage of this technique is render time - you can render a 1024x768 frame with nice-looking smoke literally within five seconds! Compare this to the time you'll need if you are using hypervoxels. What you can't achieve with this shortcut is the effect of a moving camera through smoke, but still you can partially simulate this effect in your compositing program.
User level
Beginning LightWave User
Tools used
Surface Editor
Materials needed
None
End Results
No animation provided

 

Step 1

 

Create a single plane. The size of the object doesn't matter, create it according to what you need, but keep in mind that the size of the procedural texture depends on the object's size. In the Layout view shown the texture size is 15 m in all axes and the object is 8 x 6 m. Position your camera in the Layout so the smoke plane fills the entire frame.
You can leave the default scene light as it is, you will not need additional lighting.

 

Step 2

 

Open the Surface Editor using the button in the menu over to the left, or by hitting F5, and set the basic surface properties as shown.
The Color and Transparency channels should be set as shown here. If you wish, you can change the size of the texture according to your needs (larger values will produce lower detail of the smoke — see examples in Step 3, on page 2).
The two transparency layers should have identical values, but the opacity needs to be at 500% for the lower one.

 

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