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3ds max 9 special_effects
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3ds max 9 special_effects主要是說明在3ds max9中如何使用特效
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Tutorials
AUTODESK
®
3
9
DS MAX
®
Special Eects
Autodesk® 3ds Ma x® 9
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Special Effects Tutorials
This section covers a multitude of effects you
might encounter in your ever yday life, such as a
simple cigarette smoke, water from an opened fire
hydrant, fog effects, and even tumbling dow n the
stairs!Youwilllearnhowtouseparticlesystems
with space warps, add environment and lens
effects, as well as create many simulations using
reactor.
Feat ures Covered i n This Se cti on
•Creatingparticlesystems
•Usingforcesandspacewarps
• Emitting particles from geometry
• Using materials with particles
• Creating and manipulating a camera v iewport
• Using different lens effects
•Settingupavolumelight
•Creatingfog
• Creating rig id b o dy collections
• Creating simulations with reactor
• Setting physical prop erties for objects in
simulation
• Using Hinge and Rag Doll constraints
Files for This Section
All the files necessary for this tutorial are provided
on the program disc in the
\tutorials
director y.
Before starting the tutorials, copy the
\tutorials
folder from the disc to your local program
installation.
Par ticle Animation
Particle systems are usef ul for a variety of
animation tasks. They’re most often employed
when animat ing a large number of small objects
using procedu ral methods; for instance, creating a
snowstorm, a stream of water, or an explosion. In
these tutorials, you learn how to create such effects
with the two different typ es of particle systems in
3ds Max: event-driven and non-event-driven.
The event-driven particle system, called Particle
Flow, tests particle properties, and, based on the
test results, sends them to different events. Each
event assigns various attr ibutes and behaviors
totheparticleswhilethey’reintheevent.Inthe
non-event-driven systems, part icles typically
exhibit similar properties throughout the
animation, although they can come under the
S pecia l E ff ect s
790 Chapter 8: Special Effects
influence of external forces such as wind and
grav ity.
Files for This S ection
All the files necessary for this tutorial are provided
on the program disc in the
\tutorials
directory.
Before starting the tutorials, copy the
\tutorials
folder from the disc to your local program
installation.
Non-Event-Dr iv en Parti cl e
Systems
Particle systems are a useful tool for animating
large amounts of objects procedurally. They can
mimic natural effects such as rain, smoke, and
snow,aswellaslessnaturaleffectssuchaslaser
blasts. The non-event-driven particle systems
covered in these tutorials are particularly useful
for applications in which the part icles’ properties
don’t change fundamentally over the course
of the animation. They also serve as a simple
introduction to procedural animation.
Procedural animation is different tha n ordinary
keyframe animation. In keyframe animation, an
object is moved f rom keyfr ame to keyf rame. In
procedural animation, the animation of objects
is controlled by a set of parameters. These
parameters can b e keyfr amed over time, but for
the most part, you don’t animate individual objects
or particles in the system.
Note: For each tutorial, in addition to the standard
tutorial files, we provide a sample scene file with
"
_completed"
in its name. This shows the tutorial
file with all changes made. The completed s cenes
were used to render the sample AVI animations.
Skill Level: Intermediate
Time to complete: 2+ hours
Featur es Cover ed i n T his S ection
In these lessons you will learn:
•Creatingparticlesystems.
• Using space warps.
• Creating materials to make smoke.
• Emitting particles from geometry.
• Using Noise controllers.
• Using motion blur to create the illusion of water.
• UsingPArrayandPCloudsystems.
• Using parameter wiring.
• Adding fog and volume lighting.
Tutorial Files
Allthefilesnecessaryforthistutorial
areprovidedontheprogramdiscinthe
\tutorials\simple_particle_effects
directory.
Before starting the tutorials, copy the
\tutorials
folder from the disc to your local program
installation.
Creating Cigarette Smoke 791
Creating Cigarette Smok e
In this tutorial, you use a particle system to create a
stream of cigarette smoke trailing from an ashtray.
The animation relies on space warps to affect the
movement of the smoke. For example, you use a
Wind space warp to model the fan in the scene
blowing the smoke around.
Animation techniques used in this tutorial:
• Creating a particle system.
• Creating space warps that affect the motion of
the particles.
• Choosing appropriate particle geometry.
• Creating a material that models smoke when
applied to particles.
Time to complete: 30 minutes
Set up the scene:
•Open
cigarette_smoke.max
.
All the files necessary for this tutorial
areprovidedontheprogramdiscinthe
\tutorials\simple_part icle_effects
director y.
Before star ting the tutorials, copy the
\tutorials
folder from the disc to your local program
installation.
The scene contains a simple table, an ashtray,
and a fan. To make the animation easier to
adjust, the fan’s geometry (except for the fan
motor) is frozen.
Create the par ticle sys tem:
1.
Activate the Top viewport.
2. If you need to, select t he ashtray and
click Zoom Extents Selected to fit t he ashtray
in the viewport.
3. IntheCreatepanel,makesure
Geometry is active, and choose Particle Systems
from the drop-down list.
4. On the Object Type rollout, click Super Spray.
5. In the Top Viewport, click and drag in the
ashtray near the t ip of the cigarette object.
Super spray particle system in the Top viewport
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