The many steps of this tutorial have been explained in a way suitable for those who have experience in using 3ds Max – even for those who may have had some time away from using Max and have decided to go back to it! The tutorial will guide you step by step through how to cheat a particle fire that behaves like a real one. So if you haven't started your Max up yet, do so now!
Part 1 :
From Geometry > Particle Systems > Super Spray, drag and draw a super spray emitter, as shown in Fig.01
(fig.01)
We need now to adjust some attributes so the particles behave like fire:
From Viewport Display, choose Mesh. From Particle Quantity choose Use Total and enter 470. Under Particle Motion enter 3 for the Speed. Under Particle Timing enter -30 for Emit Start, 200 for Emit Stop, and 200 for Display Until. Under Particle Size enter 20 (Fig.02).
(fig.02)
Still in Particle Size, enter 0 for Grow For, and enter 25 for Fade. Under Particle Type > Standard Particles, choose Facing. You will have now a similar emitter to the one shown in Fig.03.
(fig.03)
Before we have the emitter ready to apply a material, we need to define the spread of the particles. So go to Particle Formation, and in the upper two spinners enter 9 for the Spread (Fig.04)
(fig.04)
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Now we are ready to play with materials, so open your Material Editor.
Do not alter the default material, which in this example is Blinn. Make sure the Particle Emitter is selected, and then press the Assign Material to Selection button. Under Shader Basic Parameters choose Face Map – every particle should have its own unique map. Under Blinn Basic Parameters, press the blank slot beside Opacity, so as to choose a map for the basic opacity material for the emitter. From the Material/Map Browser, double-click on Smoke (Fig.05
(fig.05)
In the Smoke Map Panel, under Smoke Parameters, enter 12.9 in Size, Iteration 1, Exponent 0.201, and press the Swap button. Then press Color 1 slot and enter Red 23, Green 23, Blue 23, Hue 0, Sat 0, and Value 23 (Fig.06).
(fig.06)
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