By Pete Draper
Get the main reasonable results from 3ds Max with no need to spend extra on plug-ins!
Boost your results skill-set with this 3ds Max workshop. instructional classes offer you hands-on adventure in growing real looking fireplace, earth, air and water results. up to date to illustrate construction thoughts appropriate for any model of 3ds Max, this new version is co-published by means of Autodesk Media and leisure, and comprises new tutorials on coming into the Earth's surroundings, glaciers, lava eruptions and a Badlands landscape.
Inspirational colour photographs disguise each web page of the ebook because the writer stocks his specialist recommendations and workflow strategies. The better half DVD includes all the required instructional media in addition to over 6 hours of video tutorials.
User point: Intermediate and complicated
Read or Download Deconstructing the Elements with 3ds Max: Create Natural Fire, Earth, Air and Water without Plug-ins (2nd Edition) PDF
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Extra info for Deconstructing the Elements with 3ds Max: Create Natural Fire, Earth, Air and Water without Plug-ins (2nd Edition)
E ~ - 3 1 ... P* . -... ,,--a Information: This is a painstaking task and no other way .. . n . - .. -. ,- . - ... ~. * . . ,~. - . in the particle system) to do it, but it is worthwhile at the end of the day, because the illumination from the light(s)complements the flame's color and intensity. To cut the workload down a bit, I used instanced lights across on the other side of the hob, so I only needed to offset the animation of one side of the hob's lights as they have virtually the same timing on the opposite side.
Change the Decay Type t o lnverse Square, enable Show decay and set the Start I t o 0. Enable Use and Show Far Attenuation and set .. "- -"-- -. - the Start t o 0 and the End t o 500. 01 and the Sample Range t o 20. Go t o frame 5 and enable Auto Key. Set the Multiplier t o 10, lnverse Square Start and Far Attenuation Start t o 13. Go t o frame 10 and set the lnverse Square Start and Far Attenuation Start t o 8. Turn off Auto Key. r . 1. _-.... Information: Here we have simply positioned and animated the intensity and falloff of an Omni light to simulate the illumination from a single flame.
Render off the animation. 28 FIRE Information: As we have assigned a Material Effects ID of 1 to both our particle system and Flame geometry, they both have the Glow assigned to them which complements the effect. We have used a reduced Use Source Color for the second glow as we need to tint the environment a little more orange, or else the effect would be too intense. However, if you are simulating a longer exposure shot then increase this setting and the glow intensities accordingly. We have added an Object Motion Blur to the scene so that the Flame geometry blends together with the particles nicely and to remove any visible edges.