..create a heat effect?
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..create a heat effect?
Have anyone other idea about creating heat effect?.
I'm searching the effect that the hot air produces deforming with waves the images that are behind him.
I have done two tests. But not very convincing.
Any other idea?
http://www.darthfurby.com/genete/Other/heat/heat.anme
http://www.darthfurby.com/genete/Other/heat/heat2.anme
http://www.darthfurby.com/genete/Other/heat/heat.mov
http://www.darthfurby.com/genete/Other/heat/heat2.mov
Thanks.
-G
I'm searching the effect that the hot air produces deforming with waves the images that are behind him.
I have done two tests. But not very convincing.
Any other idea?
http://www.darthfurby.com/genete/Other/heat/heat.anme
http://www.darthfurby.com/genete/Other/heat/heat2.anme
http://www.darthfurby.com/genete/Other/heat/heat.mov
http://www.darthfurby.com/genete/Other/heat/heat2.mov
Thanks.
-G
A while back Lost Marble himself (the LEGEND!) posted an example of a deforming mesh. If I remember correctly, the example he used was a figure falling through a kind of "hourglass" shape. But this could easily be adapted to simulate heat haze, I think (I adapted it a while back to send a "dolphin" example to p6r...). If you could combine this with the "animate lines" effect it would be pretty good!
J
J
You can't have everything. Where would you put it?
The trick with heat haze is that it is more extreme closer to the ground and fades towards the top.
Maybe you could use a feathered image mask for the back ground haze with a copy of the back ground. You could make the haze really extreme and fade it out away from the horizon.
You could even add some blur to the duplicate "haze" layer.
Better yet use a mask that has like... blurred thick areas that wiggle with the bones to create more haze variations.
This would work great I bet! It would take a longer time to render unfortunately... especially with the blur on the layer.
-vern
Maybe you could use a feathered image mask for the back ground haze with a copy of the back ground. You could make the haze really extreme and fade it out away from the horizon.
You could even add some blur to the duplicate "haze" layer.
Better yet use a mask that has like... blurred thick areas that wiggle with the bones to create more haze variations.
This would work great I bet! It would take a longer time to render unfortunately... especially with the blur on the layer.
-vern
What I'm trying to do is a good background for Elsa the giraffe that is supposed to be in the savannah where the air is extreme hot.
Thanks for the animate lines idea.
Thanks anyway.
-G
That's what I have tried to simulate in the showed anme files. Create a mesh of bones and move them using flexible binding.jahnocli wrote:A while back Lost Marble himself (the LEGEND!) posted an example of a deforming mesh. If I remember correctly, the example he used was a figure falling through a kind of "hourglass" shape. But this could easily be adapted to simulate heat haze, I think (I adapted it a while back to send a "dolphin" example to p6r...). If you could combine this with the "animate lines" effect it would be pretty good!
J
Thanks for the animate lines idea.
Can you explain a little more the "use a feathered image mask for the back ground haze with a copy of the back ground" I don't understand. Sure it is my problem with the english language.heyvern wrote:The trick with heat haze is that it is more extreme closer to the ground and fades towards the top.
Maybe you could use a feathered image mask for the back ground haze with a copy of the back ground. You could make the haze really extreme and fade it out away from the horizon.
You could even add some blur to the duplicate "haze" layer.
Better yet use a mask that has like... blurred thick areas that wiggle with the bones to create more haze variations.
This would work great I bet! It would take a longer time to render unfortunately... especially with the blur on the layer.
-vern
Thanks anyway.
-G
I tried to do it myself but it didn't work as well as I hoped.
The basic idea...
You have the hazy background in a bone layer.
The background vector layer (trees, grass) inside this bone layer is masked by an image created in Photoshop or something similar. The image would be a transparent PNG that has "wavy" vertical lines that fade out at the top.
Under the hazy background bone layer is another layer exactly the same with out bones or a mask. So the top hazy layer wiggles and is blurred but shows through only in those wavy areas.
I tried this and the basic concept works, but it just didn't look very good. It didn't achieve the effect I was thinking in my head.
http://www.lowrestv.com/moho_stuff/haze.zip
-vern
The basic idea...
You have the hazy background in a bone layer.
The background vector layer (trees, grass) inside this bone layer is masked by an image created in Photoshop or something similar. The image would be a transparent PNG that has "wavy" vertical lines that fade out at the top.
Under the hazy background bone layer is another layer exactly the same with out bones or a mask. So the top hazy layer wiggles and is blurred but shows through only in those wavy areas.
I tried this and the basic concept works, but it just didn't look very good. It didn't achieve the effect I was thinking in my head.
http://www.lowrestv.com/moho_stuff/haze.zip
-vern
Good idea!
Blurry particles that fade off with time.
If you could use a particle layer as a mask this might do the trick. The particle layer could mask the blurred wiggly layer.
The trouble I had with my trick was that the image mask didn't "wiggle" enough....
......
....
Ha ha! It works! You can use a particle layer as a mask! I don't have time to go any further right now but this might be the way to do it. You could have those particles beebopping all over and create a really cool heat effect.
Of course... I've said that before.
-vern
Blurry particles that fade off with time.
If you could use a particle layer as a mask this might do the trick. The particle layer could mask the blurred wiggly layer.
The trouble I had with my trick was that the image mask didn't "wiggle" enough....
......
....
Ha ha! It works! You can use a particle layer as a mask! I don't have time to go any further right now but this might be the way to do it. You could have those particles beebopping all over and create a really cool heat effect.
Of course... I've said that before.

-vern
Dangit...
Couldn't resist.
http://www.lowrestv.com/moho_stuff/heat2.mov
http://www.lowrestv.com/moho_stuff/heat2.anme
-vern
Couldn't resist.
http://www.lowrestv.com/moho_stuff/heat2.mov
http://www.lowrestv.com/moho_stuff/heat2.anme
-vern
Re Heat Haze
Hi, I'm kinda new to Anime, and would very much like to create a heat haze for a desert scene. I had a look at the files hoping i could deconstruct them and reconstruct something similar for my project... but it was beyond me! I couldn't make head nor tail of it, and couldn't work out how you'd done it.
I don't know if it's cool to ask, but is there any chance you might be able to give me a step-by-step guide to how you did it?
Also i tried to find the above mentioned mesh deformation tutorial but had no luck finding that either.
Any help would be greatly, greatly appreciated.
I don't know if it's cool to ask, but is there any chance you might be able to give me a step-by-step guide to how you did it?
Also i tried to find the above mentioned mesh deformation tutorial but had no luck finding that either.
Any help would be greatly, greatly appreciated.
OK, here's a recipe:
Heat in reality distorts the view of distant objects, and this is combined with some blur and some movement. Normally this would be done in a pixel-based application with filters.
You'll need:
1. 1 normal view of your BG
2. 1 distorted and maybe moving view of your BG
3. 1 mask to reveal the second one only partly.
2 and 3 need to go into a group or bone layer to make the mask work. So the setup so far is:
group
- distorted BG
- mask
normal BG
Now the mask settings:
group (hide all)
- distorted BG (mask this layer)
- mask (add to mask, but make invisible)
normal BG
The mask needs to be blurred for soft edges.
Now all you need is to wiggle the mask and the distorted BG a bit. Remember that you'll see the effect only after rendering or exporting.
Heat in reality distorts the view of distant objects, and this is combined with some blur and some movement. Normally this would be done in a pixel-based application with filters.
You'll need:
1. 1 normal view of your BG
2. 1 distorted and maybe moving view of your BG
3. 1 mask to reveal the second one only partly.
2 and 3 need to go into a group or bone layer to make the mask work. So the setup so far is:
group
- distorted BG
- mask
normal BG
Now the mask settings:
group (hide all)
- distorted BG (mask this layer)
- mask (add to mask, but make invisible)
normal BG
The mask needs to be blurred for soft edges.
Now all you need is to wiggle the mask and the distorted BG a bit. Remember that you'll see the effect only after rendering or exporting.
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