INSIDE 3DS MAX® 7 [Electronic resources] نسخه متنی

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INSIDE 3DS MAX® 7 [Electronic resources] - نسخه متنی

Adobe Creative Team

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  • Final Touches


    We're now done with Particle Flow, but our effect isn't complete. There are two remaining final touches to be created: a cloudbank above the scene, which we will create using a legacy particle system, and a glow effect for the lightning, added in Video Post.

    Non-Event-Driven Particles


    Visually, there is still one particle-based effect missingclouds from which all these lightning bolts can emanate. While Particle Flow is the obvious choice for sophisticated particle effects in max, the legacy particle systems are still quite capable, calculate more quickly, and should be used whenever more advanced capabilities are not required. In this section, you will use the Blizzard particle system to create an animated cloud bank above the scene.


    1.

    Go to a Left viewport, zoom out to show the whole scene, and create a large Blizzard particle system (found in the Create panel > Geometry > Particle Systems) with a width of 80,000 units and a length of 15,000 (Figure 18.54).

    Figure 18.54. Create a large cloud bank using a Blizzard particle system, shown with the Modify panel open.

    [View full size image]

    2.

    Go to a Perspective viewport. Move the Blizzard just above the camera's view of the biplane and off to the left, in the neighborhood of X = 60000, Y = 50000, Z = 20000, on the World Coordinate System (Figure 18.55).

    Figure 18.55. Position the particle system above the biplane and off to the side of the camera.

    [View full size image]

    3.

    In the Basic Parameters rollout, set the Percentage of Particles to 100%.

    4.

    In the Particle Generation rollout, set Use Rate to 1. Note that a visible percentage less than 100% will result in no visible particles at all. Each particle will represent a single cloud puff.

    5.

    Set the particle Speed to 100 units per frame, with a Variation of 25%.

    6.

    For a subtle tumbling effect, set Tumble to 1 and Tumble Rate to 25.

    7.

    These particles need to start emitting before the animation begins, continue emitting throughout, and last well beyond the animation. To accomplish this, set Emit Start to 1000, Emit Stop to 350, Display Until to 400, and Life to 1400.

    8.

    The clouds should be quite large, and should maintain their size throughout. Set Particle Size to 3500, with a 50% Variation, and both Grow For and Fade For to 0 frames.

    If you go to the Camera01 viewport and scrub the Time Slider, particles will move across the scene's sky, from left to right (Figure 18.56).

    Figure 18.56. The Blizzard particle system is now sending particles across the top of the Camera viewport.

    [View full size image]

    9.

    To slow the rotation of the particles, go to the Rotation and Collision rollout, and set Spin Time to 1000 frames, with a 75% Variation.

    10.

    Set the Variation to 100% so that the particles will not be rotated identically.

    11.

    In the Particle Type rollout, leave the default setting of Standard Particles, but change the shape to Facing.

    12.

    If you wish to preview the density and scale of the particles, change the Viewport Display setting to Mesh (found in the Basic Parameters rollout).

    13.

    A material has been prepared for the cloud particles. Apply the material Clouds to the Blizzard particle system (Figure 18.57).

    Figure 18.57. A cloud bank has been created using the non-event-driven particle system Blizzard.


    Certainly a more elaborate cloud formation could be created using Particle Flow or combustion effects, as opposed to this straightforward Blizzard setup (Figure 18.58), but when a quick particle effect is needed, you should keep in mind the capable and quick legacy particle systems still available in max 7.

    Figure 18.58. The complete Blizzard settings.

    [View full size image]

    Video Post


    The final visual effect for this scene is the addition of glow through Video Post. The glow itself will be fairly standard, but Particle Flow has the capability to apply such render effects on an event basis. This allows render effects to be applied only to selected events within a flow.


    1.

    Open Video Post (found in the Rendering menu).

    Note

    Do not use the Object Properties dialog of a Particle Flow source icon to set its Object Channel ID. Each Particle Flow event has a separate Object Properties dialog and separate Channel ID slots.

    2.

    Add a Scene event using the Camera01 viewport.

    3.

    Add an Image Filter event, choose Lens Effects Glow, and click the Setup button to open the Lens Effect Glow dialog. Take note in the Properties tab that the effect is keyed by default to objects with an Object ID of 1.

    4.

    In the Preferences tab, set the Effect Size to 11 and Color Intensity to 50. Click OK to close the dialog.

    5.

    Add an Image Output event if you wish to save the animation. For single rendered frames, this event is not necessary (Figure 18.59).

    Figure 18.59. This simple Video Post queue applies a glow effect.

    [View full size image]

    6.

    Return to Particle View. Select the events that produce renderable lightning bolts, specifically the Lightning Main Bolt and Lightning Branch events for the three lightning particle flows. Note that you must select the events (by their title bars) and not the operators they contain.

    7.

    Right-click one of the selected events, and open the Object Properties dialog.

    8.

    Set Object Channel to 1 to specify these events for the Video Post effect (Figure 18.60).

    Figure 18.60. Change the Object Channel only for selected events.

    [View full size image]

    While the lightning bolts we have created look fine without any postprocessing (Figure 18.61), a small amount of glow adds a nice final touch (Figure 18.62).

    Figure 18.61. The particle lightning bolt, without any Video Post effects.

    Figure 18.62. The particle lightning bolt, after a glow effect is applied.



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