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heat haze
Posted: Tue Mar 13, 2007 12:56 am
by scott
how would you go about creating a heat haze, so everything thats the other side of it seems warped and wobely, or cant rf do this?
Posted: Tue Mar 13, 2007 1:11 am
by zany_001
perhaps a particle system scripted to move with you, but quite far away,and the particles could be a flat textured thing, but that would be high poly, and i dont know if a texture can morph light
Posted: Tue Mar 13, 2007 1:13 am
by scott
i wouldnt have to use a particle system, all i would have to use was a cylinder with sphere mapping on with the light morphing capability, might not even have to have sphere mapping on, its just the ligh morphing that i am after
Posted: Tue Mar 13, 2007 1:15 am
by zany_001
whats the light morphing thing you just said?
Posted: Tue Mar 13, 2007 1:20 am
by scott
thats the thing im after, i dont know if rf can do it.
Posted: Tue Mar 13, 2007 1:22 am
by zany_001
is it like a texture,or an effect,cos then you could(possibly) model it with something that does support it and import it with rf
Posted: Tue Mar 13, 2007 1:26 am
by scott
well im guessing if it is possible to do that it would be done with a texture, and so you would just have an animated texture, this would be useful for water effect aswel if it was possible, but i dont have a clue if rf can handle light morphing its just the way i would think it to of worked, it could be something completely different.
if RF cant do this can someone move this to the request section please.
Posted: Tue Mar 13, 2007 1:26 am
by Spyrewolf
the closest thing that is capable and it is not very good is wavy in a brush dialog, have an empty brush and specify it as wavy when your inside the box or when you can see through it every thing appear to be wavy it's used as a psudeo underwater effect. but theortically could be used for heat waves i guess.
Posted: Tue Mar 13, 2007 1:29 am
by scott
ahh, on the same sort of thinking process with the water, how does it create the wave effect, is it just algorythms and math or is it texture based or animation based (wouldnt think it was the last one but then again i dont have too much of a clue on how this entity works.)
Posted: Tue Mar 13, 2007 7:02 am
by Spyrewolf
its not an entity, its in the brush dialog bx in RFeditpro, well i tested it, it's not really any good unless the whole room is a blaze it doesn't work on anything that isn't isnt inside of the cube, then does not effect actors either so the whole illusions is ruined.
but it's about as close as were gonna get at the moment.
to use,
make a brush you want to have the effect in,
click on the brush, to the righ click type: empty
you should seethe wavy box below light up,
check the box.
youre ready to go, if you want to see what it can do, place another smaller box inside that one. you'll see that it warps
Posted: Sun Mar 18, 2007 8:06 pm
by GD1
really, heat haze isn't gonna look very good in RF. most games use a refraction shader to do this ("Pariah" did it on their explosion flipbooks/particles). But, like was said, the best you could hope for is the 'wavy' effect, and this will most likely be a)too "swimmy" and b)too resource intensive if used over large areas.
if you wanna give it a shot though, i've many times found out that there were work arounds in RF so that you could fake an effect that you couldn't normally do.