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Advice, please, on my steaming cauldron

Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
09-24-2009 16:31
I'm trying to get a dry ice effect with the steam from my cauldron. I'm using an PSYS_SRC_PATTERN_ANGLE_CONE pattern and a low positive z value for PSYS_SRC_BURST_SPEED_MIN, which is soon counteracted by a larger negative z value for PSYS_SRC_ACCEL, and the steam is doing really well rising up and then tumbling down the sides of the cauldron until it hits the ground.

What I would like it to do then is start rolling along the ground, outwards, for a bit, but I have no idea how to achieve that, other than cheating and having a second emitter in the base of the cauldron.

Is there a better way?
EF Klaar
Registered User
Join date: 11 Jun 2007
Posts: 330
09-24-2009 17:06
You could try using PSYS_PART_WIND_MASK in PSYS_PART_FLAGS, though it'll probably have adverse effects on the rising and tumbling.
Ruthven Willenov
Darkness in your light
Join date: 16 Jan 2008
Posts: 965
09-24-2009 17:13
yeah i think a cheater particle source might be the only way to go
i know the PSYS_PART_BOUNCE_MASK flag will keep the particles from falling below the emiiters z center, but no sure it'll be the right effect for cauldron smoke
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ElQ Homewood
Sleeps Professionally
Join date: 25 Apr 2007
Posts: 280
09-25-2009 01:31
or, try using a second emitter at the lip of the cauldron, using DROP in the PSYS_SRC_PATTERN...?
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
09-25-2009 02:41
I've seen steaming cauldrons using PSYS_PART_BOUNCE_MASK quite effectively, but I think two emitters would still produce a better effect. One at the top for the steam pouring out and fading away before it gets to the bottom, and one at the bottom with PSYS_PART_BOUNCE_MASK that meets the falling stream on its first upward bounce.

I would avoid using the wind mask in most systems. It works well for things like large plumes of smoke and falling leaf effects, but it messes up smaller patterns.
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