Would like to get inputs on what you think.
This is for my current project Battlestar Apocalypse:The Battle Begins Pt. 1
See Thread Here
Debate over Texturing of Flaming Text.
The only changes are on the text Front Caps.
This clip is one of what I use for the Intro and Credits portion of the video.
Which Clip do you prefer? Any aspect of any Clip? Dark or Light Text Caps with Flames?
('1st Seq: Currently used
('2ndSeq: a combination of all
('3rd Seq: A solid Grungy Texture
Find myself liking aspects of all, but need to decide which to include in updated video.
Think also I would prefer the Text Caps to be dark.
Also had the idea of building a platform to frame the text and use that as the flames emitter.
Think I prefer the text as the emitter.
Thanks,
Randal R.
Posts
Also, the color of the flames doesn't look right. It looks a bit like (really nice looking) gold flake falling upward. Maybe more red? And a git more irregularity in flame height?
With those caveats, I'd say number three, as well.
I am surprised to say the least.
Been working on this Flame text clip/file in C4d to improve it some more.
As for the Fluidity of the flames, I have done all I know and can on that.Except adding wind, which I do not think would help.
See Attachment
I have 3 arcs, a Rise in Gravity,Friction on all emitters and many Particle attributes for the flames.
Particle is a puff ( Pyrocluster) Using Global Coloring,Age Coloring,Life of Particles are random 60%
( which means 60% will have a different lifespan, so not all are the same, but not greater than allowed at 35 frames.)
And a Phase change over life. Will know when I get to rendering it out to see how it looks with new changes.
( appx 4-6 hrs)
I just saw some Flame Text Presets for AE which are cool and fluid $25.00 USD,but I cannot do that with Pyros that I know of.
I want to try and keep this as much Cinema4d.
The Material Texture I came up with to use on the Text. I kept the Ring and Fade Morph materials on the Cap Fillet & Extrusion (Depth)
See Attachment
Also, KF'd the Strobe Emitter to not be looping as it were, changes in on/off. And the looping also may have been because I Re-started the Rendering from other than begin after changing something, so the particles will seem to jump.
Am constantly stopping renderings so I can do something that requires a halt in production
I also tried to use the Galactica text that is used in intro, but because I am using a Sky Object and a Material/Sphere to also Light and Bump,reflections on the material (Galactica), I cannot do the same in Flame setting due it needing a Sky Object also and due to Reflections from said objects.Can only use one Sky Object in a scene.There may be a way to work round this,
but I could not figure it out while I was working on it.
Also tried to make it not so gold, which is not easy in this scene with pyros. cuz each particle has a puff, and each puff will use the begin age and global colors and change over life.Since all begin same color,
and are emitted from the Text itself, unless I duplicate and change puffs(Pyros) to augment or
supplement different colors, but then it is harder to blend in. from my POV.
Appreciate the Feedback.,
Best Regards,
onto the latest video: the fire effect has improved since earlier but still doesn't look quite right. the cockpit shot is nice but there is something a bit triangular on the hull just forward of the front of the cockpit canopy(light and dark triangular patches within the red stripe) make the patches less regular in shape and without the triangle shape(if they are rendering errors due to geometry there isn't much you can do though).