n this tutorial, we are going to learn how to create explosions. This is a very interesting subject, because we can’t define one certain process to create an explosion. As much as you will use your creativity and tools, you will find different types of explosions every time. So it very much depends on your own understanding of the tools and techniques.
For that purpose we are going to use three Particle Flow systems, a FumeFX Particle Source, three standard lights (a Target Spot and two Omni lights), and the default Scanline Renderer. So get ready for this exciting tutorial!
Editors Note: If you'd prefer to follow along using high resolution Images. You can download them below:
There are two ways to open the Particle Flow window:
Position: X : 0.0 | Y : 0.0 | Z : 6.543
Rotation: X : 0.0 | Y : -5.358 | Z : 0.0
Position: X : 0.0 | Y : 0.0 | Z : 6.543
Rotation: X : 0.0 | Y : 0.0 | Z : 0.0
Position: X : 0.0 | Y : 0.0 | Z : 6.543
Rotation: X : 0.0 | Y : 13.213 | Z : 0.0
And then position it as follows:
Position: X : 50.0 | Y : 0.0 | Z : 0.0
Rotation: X : -180.0 | Y : 0.0 | Z : 0.0
Under Force, set the Strength to 1.0 and the Decay to 0.0.
Select PF Source 01, go to the Modify panel and make the following changes to its parameters.
Emission:
System Management:
Script: Keep as it is. (Frankly speaking, this is not my cup of tea.) ;)
Birth 01:
Speed 01:
Force 01:
Under Force Space Warps, click the By List button and pick Gravity001 from the list. Set the Influence% value to 200.
Delete 01:
Now Press 6 to open the Particle View window and make the following changes:
Birth 02:
Speed 02:
Now press 6 to open the Particle View window, and make these changes:
Birth 03:
Speed 03:
To Create the FFX Particle Source, go to the Create panel, click on Helpers and select FumeFX from the dropdown list.
Click on the Particle Src button and generate it in the viewport by clicking and dragging. And then rename it from FFX Particle Scr01 to "FFX Explosion Src".
Position: X : 0.0 | Y : 0.0 | Z : 0.0
Rotation: X : 0.0 | Y : 0.0 | Z : 0.0
Click on the FumeFX and generate the container by clicking and dragging in the viewport. Now rename the container from FumeFX01 to "Explosion-Container".
General Parameters:
Simulation:
Turbulence Noise:
Rendering Parameters:
We are not changing anything under this tab.
Fire:
Smoke:
Light Position: X: 642.252 | Y : -486.928 | Z: 932.155
Target Position: X: -13.825 | Y: 0.0 | Z: 200.066
Position: X: 657.659 | Y: -557.434 | Z: 178.75
Position: X: 425.011 | Y: -677.873 | Z: 130.717
Add the FFX Explosion Srcto the Objectslist. When you select the FFX Explosion Src, another tab will appear called Particle Source Parameters. Now add all the Particle Flow Systemsinto the Particleslist. And change the parameters as follows:
Radius:
If you use this option, the particle radius will animate automatically. You’ll see that from emission to deletion, the particle radius size will animate from big to small.
Velocity Multiplier:
I want to share one important thing with you. If you want to work with plugins like FumeFX and RealFlow, you need a very high end machine, because if you are working on a big scene and you don't have such a machine, the software will crash every time and you won't be able to deliver the project on time, or maybe not at all.
I'm using an Intel Core i7 - 2700K CPU @ 3.50GHz and 16GBs of Ram, and it still takes 10 to 12 minutes to simulate a single frame of this explosion.
You can add the following effects to the Fire layer.
The most important thing to remember when creating such effects, is always try different parameters again and again. First, try this tutorial, but then try your own ideas. Use more than one particle system, add simple sources, change the parameters and see what happens. I would like to see your tests when you finish this tutorial, but not the same as I have made. I want to see your own effects.
So good luck… keep working.
Introduction
In this tutorial, I'll show you how I created the explosion shown in the preview above using 3ds Max and the FumeFX plugin. There are different types of techniques to achieve this effect in FumeFX, but we are going to use particles to create this explosion.For that purpose we are going to use three Particle Flow systems, a FumeFX Particle Source, three standard lights (a Target Spot and two Omni lights), and the default Scanline Renderer. So get ready for this exciting tutorial!
Editors Note: If you'd prefer to follow along using high resolution Images. You can download them below:
1. Create the Particle Flow Systems & Gravity
Step 1
To create an explosion, particles are a very good option, because we can control the particle's motion easily and particles will generate fire and smoke based on their birth timing. Also the particle count and speed will determine how big and fast the explosion is. So to create a proper Particle Flow simulation follow these steps:There are two ways to open the Particle Flow window:
- Press 6 on the keyboard.
- Go to Graph Editors > Particle View.
Step 2
Position the first Particle Flow source (PF Source 01) at the following location:Position: X : 0.0 | Y : 0.0 | Z : 6.543
Rotation: X : 0.0 | Y : -5.358 | Z : 0.0
Step 3
Create a second Standard Flow (PF Source 02) following the above steps and position it as follows:Position: X : 0.0 | Y : 0.0 | Z : 6.543
Rotation: X : 0.0 | Y : 0.0 | Z : 0.0
Step 4
Finally create a third Standard Flow (PF Source 03) and position it:Position: X : 0.0 | Y : 0.0 | Z : 6.543
Rotation: X : 0.0 | Y : 13.213 | Z : 0.0
Step 5
Now create the Gravity Space Warp. To create the Gravity Space Warp, go to the Create Panel > Space Warps > Forces, click on the Gravity button and generate it in viewport by clicking and dragging.And then position it as follows:
Position: X : 50.0 | Y : 0.0 | Z : 0.0
Rotation: X : -180.0 | Y : 0.0 | Z : 0.0
Step 6
Select the Gravity space warp and go to the Modify panel and make the following changes to its parameters.Under Force, set the Strength to 1.0 and the Decay to 0.0.
2. Edit the Particle Flow Systems
Step 1
Now let’s modify each of the Particle Flow systems.Select PF Source 01, go to the Modify panel and make the following changes to its parameters.
Emission:
- Logo Size: 10.0
- Icon Type: Circle
- Diameter: 20.0
- Viewport 100.0%
- Render 100.0%
System Management:
- Upper Limit: Keep it at the Maximum.
- Viewport (Integration Step): Frame
- Render (Integration Step): Frame
Script: Keep as it is. (Frankly speaking, this is not my cup of tea.) ;)
Step 2
Press 6 to open the Particle View window and make these changes.Birth 01:
- Emit Start: 2
- Emit Stop: 3
- Amount: 11
- Subframe Sampling: Keep it Ticked.
Speed 01:
- Speed: 300.0
- Variation: 50.0
- Direction: Along Icon Arrow
- Reverse: Checked
- Divergence: 21.0
Force 01:
Under Force Space Warps, click the By List button and pick Gravity001 from the list. Set the Influence% value to 200.
Delete 01:
- Remove: By Particle Age
- Life Span: 30
- Variation: 35
- Type: Ticks
Step 3
Select PF Source 02, go to the Modify Panel and edit the parameters to match the settings we used for PF Source 01.Now Press 6 to open the Particle View window and make the following changes:
Birth 02:
- Emit Start: 2
- Emit Stop: 3
- Amount: 9
- Subframe Sampling: Keep it Ticked.
Speed 02:
- Speed: 320.0
- Variation: 100.0
- Direction: Along Icon Arrow
- Reverse: Checked
- Divergence: 16.0
- Force Space Warps: Add the Gravity.
- Influence: 200
- Remove: By Particle Age
- Life Span: 30
- Variation: 50
- Type – Ticks
Step 4
Select PF Source 03, go to the Modify panel and again edit the parameters to be the same as PF Source 01.Now press 6 to open the Particle View window, and make these changes:
Birth 03:
- Emit Start: 2
- Emit Stop: 3
- Amount: 8
- Subframe Sampling: Keep it Ticked.
Speed 03:
- Speed: 300.0
- Variation: 200.0
- Direction: Along Icon Arrow
- Reverse: Checked
- Divergence: 8.5
- Force Space Warps: Add the Gravity.
- Influence: 100
- Remove: By Particle Age
- Life Span: 30
- Variation: 50
- Type – Ticks
3. Create the FumeFX Particle Source
Step 1
We are going to use a FumeFX Particle Source to create the Explosion.To Create the FFX Particle Source, go to the Create panel, click on Helpers and select FumeFX from the dropdown list.
Click on the Particle Src button and generate it in the viewport by clicking and dragging. And then rename it from FFX Particle Scr01 to "FFX Explosion Src".
Step 2
Position it at the following location:Position: X : 0.0 | Y : 0.0 | Z : 0.0
Rotation: X : 0.0 | Y : 0.0 | Z : 0.0
4. Create the FumeFX Container
Step 1
Now it’s time to make the Fumefx Container. To create the container go to the Create panel, click on the Geometry tab and select FumeFX from the dropdown menu.Click on the FumeFX and generate the container by clicking and dragging in the viewport. Now rename the container from FumeFX01 to "Explosion-Container".
Step 2
Position the Explosion-Container at this location:- X: -20.559
- Y: -12.908
- Z: 0.0
5. Edit Fumefx Container
There are Five Important Sections in the FumeFX Container we are going to modify.- A. Gen – General
- B. Sim – Simulation
- C. Rend – Rendering
- D. Illum - Illumination
- E. Obj/Src - Objects & Sources
Step 1
Open FumeFX, go to the Gen tab and set the following parameters for each section.General Parameters:
- Spacing: 0.7
- Width: 500.0
- Length: 500.0
- Height: 500.0
- Adaptive: On
- Start: 0
- End Frame: 100
- Exporting Channels: Fuel, Smoke.
- Output Path: Click on the small button next to Output path, make a New Folderon your Storage Driveand save your cache file (fxd) as "Explosion_test_" in that Folder.
- Play From: 0
- Play to: 100
- Start Frame: 0
Step 2
Go to the Sim tab and set the following parameters for each section.Simulation:
- Quality: 5
- Maximum Iteration: 200
- CFL Conditions: 5.0
- Maximum Simulation Steps: 1
- Advection Stride: 0.5
- Time Scale: 1.0
- Gravity: 0.05
- Vorticity: 0.7
- X Turbulence: Animated*
Turbulence Noise:
- Scale: 3.0
- Frames: 2.0
- Detail: 5.0
- X : None | Y : None| Z : Both
- Fuel Buoyancy: -0.1
- Ignition: 100
- Burn Rate: 18.1
- Burn Rate Variation: 1.0
- Heat Production: 10.0
- Expansion: 1.5
- Fire Creates Smoke: Unchecked
Step 3
Go to the Rend tab and set the following parameters.Rendering Parameters:
We are not changing anything under this tab.
Fire:
- Color: Gradient
- Opacity: 1.0
Smoke:
- Ambient: R: 0 | G: 0 | B: 0
- Smoke Color: R: 66 | G: 66 | B: 66
- Opacity: 0.2
- Cast Shadows: Checked
- Receive Shadows: Checked
Step 4
Before starting work in the Illum tab, we need to add some lights to the scene. We will use the following three lights:- Target Spot
- Omni
- Omni
Light Position: X: 642.252 | Y : -486.928 | Z: 932.155
Target Position: X: -13.825 | Y: 0.0 | Z: 200.066
Step 5
Next, go to the Modifypanel and adjust the light's settings:- Turn On Shadows.
- Go to the Shadow Parameters rollout and turn On Atmosphere Shadows.
- Multiplier: 0.6
- Light Color: R: 255 | G: 255 | B: 255
Step 6
Create an Omnilight by going to Create > Lights > Standard Lights > Omni, and click in the viewport to create the light, then position it at the following coordinates:Position: X: 657.659 | Y: -557.434 | Z: 178.75
Step 7
Next, go to the Modifypanel and adjust the light's settings:- Turn On Shadows.
- Go to the Shadow Parameters rollout and turn On Atmosphere Shadows.
- Multiplier: 0.3
- Light Color: R: 255 | G: 255 | B: 255
Step 8
Create a second Omni light and position it at the following coordinates:Position: X: 425.011 | Y: -677.873 | Z: 130.717
Step 9
Again, go to the Modify panel and adjust the light's settings:- Turn On Shadows.
- Go to the Shadow Parameters rollout and turn On Atmosphere Shadows.
- Multiplier: 0.15
- Light Color: R: 255 | G: 255 | B: 255
Step 10
Back in FumeFX, go to the Illum tab and add the lights to the Lightslist by picking them, then change the following values:- Turn On Multiple Scattering.
- Maximum Depth: 6
- Fire: 1.0
- Smoke Strength: 1.0
- Falloff: 8.0
Step 11
The final step before we hit the simulation button is setting up the Obj/Src Tab.Add the FFX Explosion Srcto the Objectslist. When you select the FFX Explosion Src, another tab will appear called Particle Source Parameters. Now add all the Particle Flow Systemsinto the Particleslist. And change the parameters as follows:
Radius:
- Radius: 4.187
- Variation: 643.572*
If you use this option, the particle radius will animate automatically. You’ll see that from emission to deletion, the particle radius size will animate from big to small.
Velocity Multiplier:
- Amount: 1.0
- Variation: 10.0
- Amount: 100.0
- Variation: 10
- Amount: 300.0
- Variation: 10.0
- Amount: 10.0
- Variation: 10
6. Start the Simulation
Hit the Simulation Button. It will take around 10 to 12 Hours for the 100 frame simulation to complete.I want to share one important thing with you. If you want to work with plugins like FumeFX and RealFlow, you need a very high end machine, because if you are working on a big scene and you don't have such a machine, the software will crash every time and you won't be able to deliver the project on time, or maybe not at all.
I'm using an Intel Core i7 - 2700K CPU @ 3.50GHz and 16GBs of Ram, and it still takes 10 to 12 minutes to simulate a single frame of this explosion.
7. Rendering
After the simulation finishes and you setup your scene, go to Render Setup (F10). Add the FumeFX Fire & FumeFX Smoke Elements in the Render Elements Section, and render the sequences at a HD resolution (1280 x 720).8. Basic Compositing
Step 1
Open After Effects and load the image sequences you rendered from 3D Studio Max.You can add the following effects to the Fire layer.
- Color Balance
- Sharpen
- Glow (Sapphire_Glow)
Step 2
Add the Smoke Layer and apply these effects to it.- Brightness & Contrast
- Sharpen
Conclusion
The most important thing to remember when creating such effects, is always try different parameters again and again. First, try this tutorial, but then try your own ideas. Use more than one particle system, add simple sources, change the parameters and see what happens. I would like to see your tests when you finish this tutorial, but not the same as I have made. I want to see your own effects.
So good luck… keep working.
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