thousands of tiny particles suspended in air?
A lot of You have been talking about using a fog object to
simulate the effect of a bright light reflecting off thousands of tiny
particles suspended in air (well thats what it is). Here is a sort of
short thing You can try to further the effect:
- Add a cone.
- Make it white and bright.
- Add the textures FILTNOIZ and MNTTOP.
- Add the MNTTOP texture, align the Z axis so its running down
in the direction of the light. Adjust the length of the Z
axis so the axis reaches all the way to the end of the cone.
Make the texture color white, the filter 255, 255, 255 and
reflect 0, 0, 0.
Now comes the fun part: the noise settings can be anything,
anyway use numbers that are relativly low, i.e. magnitude .5 and
velocity 1.0.
The filter noise is really just an addition to help make the
texture appear blochy. Why? Because "the distribution of particles in
an area is not perfect throughout the entire area but rather, more
highly 'active' in some, although the average of the area is generally
the same as other areas", anyway, add the texture and make the Z axis
align with the cone (like the previous texture). Then make the "size"
larger in the Z direction than in any other. Finally make the amount of
noise high to cut up the spheres.
The effect should fade with distance and have the little
bloches. The MNTTOP texture should go second not first in the list.
Well, you could always add an empty axis as the parent of Your
object and apply the textures to this parent axis. Make sure the "Apply
to children" button is activated in all textures and You have a group
where the actual beam of light is free to move but the textures will
stay fixed in space. Now You can animate Your object through states
without touching the parent and the textures will follow world coords,
producing the spotlight-in-smoky-room effect You want.
Any fog textures that need to go on the object itself (such as
Fog Top, or Ghost) don't need to be mapped to the parent. These could
go directly on the cone, since they don't deal with the noise effect,
but rather with the fog length of the object. Adding the nebula texture
to the parent might look good though.
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