I'm an amateur game designer working on an adventure game with a small team.
We've been trying to figure out how we could ever pull off some sort of flowing lava effect, where the lava gradually covers the surface like in your animation.
I was wondering: Would you mind explaining what sort of object(s) you used to make that lava? Is it a 2d texture? Is it a 3d object? What sort of object could possibly create an effect like that? We're all stuck. :P
A particle system was used for the lava using collision on a proxy mesh at roughly the same shape as the volcano's surface.
Once the particle his the proxy it projects new particles forward and the UVW mapping, used to control the dry/wet blend position, travels with this leading particle (causing the glow effect to stay towards the front). The particles are used as control points for a blobmesh geometry to wrap around.
Depending on the engine you're using it likely that approach wouldnt really help.
In a game environment I would suggest animated 3d geometry hand adjusted to fill the surface area you need, assign material ids to the leading edges to ensure that they use some sort of wet material.
it's look like krakatau-Indonesia
nnyo033 2 months ago
great you are the Number 1st!!!
zadhytia 1 year ago
looks like a big zit lol
gaskan666 1 year ago
Hi!
I'm an amateur game designer working on an adventure game with a small team.
We've been trying to figure out how we could ever pull off some sort of flowing lava effect, where the lava gradually covers the surface like in your animation.
I was wondering: Would you mind explaining what sort of object(s) you used to make that lava? Is it a 2d texture? Is it a 3d object? What sort of object could possibly create an effect like that? We're all stuck. :P
Thanks for anything! =D
action9000 3 years ago
Hi,
A particle system was used for the lava using collision on a proxy mesh at roughly the same shape as the volcano's surface.
Once the particle his the proxy it projects new particles forward and the UVW mapping, used to control the dry/wet blend position, travels with this leading particle (causing the glow effect to stay towards the front). The particles are used as control points for a blobmesh geometry to wrap around.
(text limit)
Reepah 3 years ago
Depending on the engine you're using it likely that approach wouldnt really help.
In a game environment I would suggest animated 3d geometry hand adjusted to fill the surface area you need, assign material ids to the leading edges to ensure that they use some sort of wet material.
Hope this helps in some way, and good luck!
Reepah 3 years ago
Great details, thank you very much! I will keep these concepts in mind as inspiration.
I'd just like to say, great work on your volcano and your help is very much appreciated!
action9000 3 years ago
@action9000 Smoke Particle, And Fluid Particle systems would work for the smoke and lava. (:
Anatamize 1 year ago
the smoke looks like bubbles lol
fredefalk 3 years ago
Nice!
Videoboy45 3 years ago
lol "Fizzy Drink" :D
IXDakkonXI 4 years ago
@IXDakkonXI hahahahhahahaha this is funny
Anilise79 1 year ago
This is so good
How did you get the animations.
I like the commentary
thekindone 4 years ago
The animation was done entirely in 3D Studio Max - Including the rubble, camera shake, lava flow, smoke and clouds.
Reepah 4 years ago
awsome
great commentary
sweet animation
5\5
jrodwwe94 4 years ago 3
This has been flagged as spam show
One night stands and no strings sex at > FLINGDATINGSITE dot COM <
audie1suprgrl 4 years ago