Implementing exhaust-glow effect.

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Isomorphix
Posts: 16
Joined: Fri Aug 16, 2013 5:08 pm

Implementing exhaust-glow effect.

Post by Isomorphix »

Hello guys, I've been working on a futuristic racer but I've run into an issue. I'm new into the 3d world and I've been wondering, what's the best* way to implement the exhaust-glow effect?

* By that I mean the most efficient in terms of speed, ease of use and reuseability

For instance, something like this
Image

I've been thinking about it all day but I'm clueless :roll: . I considered creating a cylinder in blender but that would be messy since the normals would point outward and the glow would be invisible from the inside.
I also tried the billboard in SpecialFX but it runs slowly when adding subdivisions to make it look smoother :( .

Is there a simple way, without an external library?

I've looked into some games and I saw that the glow is a seperate model-particle-whatever and it's loaded beforehand.
Isomorphix
Posts: 16
Joined: Fri Aug 16, 2013 5:08 pm

Re: Implementing exhaust-glow effect.

Post by Isomorphix »

IVolumeLight worked like a charm as long as the scale doesn't exceed 10, After that you loose around 5 fps per 10.0f. No clue why.
smso
Posts: 246
Joined: Fri Jun 04, 2010 3:28 pm
Location: Hong Kong

Re: Implementing exhaust-glow effect.

Post by smso »

You may also achieve this by using two perpendicular quads with appropriate textures without killing the fps.

Regards,
smso
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Re: Implementing exhaust-glow effect.

Post by sudi »

you can also achieve this with one quad that rotates to face the camera.
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