By Pete Draper
Get the main practical 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 provide you with hands-on adventure in growing real looking hearth, earth, air and water results. up to date to illustrate construction suggestions appropriate for any model of 3ds Max, this re-creation is co-published through Autodesk Media and leisure, and contains new tutorials on coming into the Earth's surroundings, glaciers, lava eruptions and a Badlands landscape.
Inspirational colour photos disguise each web page of the publication because the writer stocks his expert concepts and workflow approaches. The spouse DVD comprises 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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Additional resources for Deconstructing the Elements with 3ds Max: Create Natural Fire, Earth, Air and Water without Plug-ins (2nd Edition)
Note that there are no shadows enabled for these particular lights. -------------. ~ . - - -- - . ; - . % 1 - . -. ,, . -. -. ,. -, - . rj . :. . . --.. -.. -. . - . . I . - - --. _ .. - -- - - ~ _I In the Top Viewport, create a Direct light coming from behind the camera and slightly t o the left and label it Sun. Reposition it up in the Left Viewport so that it is at about 2 o'clock in relation t o the particle system, as illustrated. Enable Shadows, set the light's color t o RGB 255,255,247, enable Overshoot and set the FalloffIFieldso that it covers the entire particle system (plus a little more) as visible in all Viewpom.
7 -. T-r -.... --- -. " . _ . _. - -_- - - - -. I Information: We have disabled the particle system so we can quickly go to a higher frame without it having to calculate the particles. We have set the Scale operator to increase the size of the particles over 300 frames, relative to the time of their birth. This means that they are born with 50% of their original size (set in the original instanced geometry) and are then scaled up over 300 frames to 380%. The Deflector prevents any wayward particles sinking below the ground and the Material Dynamic operator allows us to change particle color depending on particle age, which we will set up shortly.
_ -_ -. v. Information: We have amended the shader type so that ~tgives us a nlce dlffused falloff that IS su~tedto the smoke effect We have also enabled Self-lllum~natlonso that we can add some glowing parts to the smoke around the emission point. The Particle Age map was added to the Diffuse slot so that the smoke will change color and darken more over time, as illustrated in the reference material. The position settings were amended to make the colors change earlier in the particle's life, so that immediately after the 'fire' is born it changes color to the dark 'smoke'.