Hi guys
i hope i can post that here because in comparison with the other pics it is really bad
So i did my first fire and smoke animation with 3 objekts (like 3 meteors or something like that :D). And i edidet the finish result with some lens flares with gimp. So here is the result:
Your editing with GIMP looks decent. The rest you’ll get…
Been mucking around in the smoke generator trying to make clouds and have some advice on volumetics in general:
Under ‘render’ the ‘Volume Sampling, Heterogeneous’ has a step size. The lower the value the more detailed the smoke. 0.1 is very detailed while 2.0 can be rather smooth. Max steps…eh.
A note about ‘render’: ALL the settings under render aren’t calculated during simulation. So get some look you like, bake it out and then deal with light details/shadows and junk.
Don’t forget ‘smoke high resolution’, crank it up and bake it. (save the file first to bake.)
Also under ‘render’ the ‘light paths’ has a ‘volume setting’. 1 turns on voumetrics I guess from testing. Higher values fade them, which can be useful to tame a low step size.
There’s also a node setup involving the ‘attibute’ node connected to the ‘density’ of a ‘volume scatter’ node and named ‘density’ which in turn is hooked into a bright/contrast node between the ‘attribute’ node and ‘volume scatter’ that allows one to change the…well, density and highlights.
Now here is an awesome tutorial that has a technique that might work for your scene: http://www.blenderguru.com/tutorials/how-to-make-clouds-with-cycles/ . The tut doesn’t fit but the process and technique could. Note it’s 1 and 1/2 hours long which in metric I think is about 2.4 years. But it’s free and you’ve been warned.
And finally look into the ‘texture, point density’ node- might be perfect for what you’re shooting for. Can’t give specifics on this, stupid laptop is doing volumetics all wrong and too tired to load everything into the older laptop.