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Collection of 3D FX Notes from school lectures and tutorials by: khalil khalilian, the CGBros

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DEMONSTRATION OF GOAL:

CREATE SPHERE > CREATE SINGLE PARTICLE (SPHERE) SEPARATELY > CREATE
PARTICLE: GOAL AS GHOST > GOAL WEIGHTS AND OBJECTS: pSphereShape1=0.169
> PARTICLE: PARTICLE TOOL: # OF PARTICLES = 12, SKETCH PARTICLES,
CONSERVE=0 > PARTICLE:GOAL

------------------------------
CREATING SNOW ​where marks can be made on the ground:
*notes on this might be wrong

CREATE PLANE: SCALE x,y,z=24, Subdiv width and height = 40 > MESH SCULPT
GEOMETRY TOOL: add crests and troughs for snowy plane TERRAIN; DELETE BY TYPE:
HISTORY > ASSIGN LAMBERT: white > DUPLICATE PLANE AND RENAME AS GROUND
(HIDE SNOW PLANE) AND PLACE GROUND BELOW SNOW PLANE> CREATE SPHERE
and place atop ground > SOFT RIGID BODIES: sphere as ACTIVE and ground as PASSIVE
> ADD GRAVITY > MODIFY: FREEZE TRANSFORM SNOW PLANE (should have no rigid
body; delete connection by going to hierarchy) > CREATE SOFT BODY Soft Options (snow
plane): DUPLICATE SOFT BODY, check 2nd and 3rd options (WEIGHT=0.5) > SELECT
SNOW PLANE THEN SHIFT SELECT SPHERE > PARTICLE: MAKE COLLIDE > select
SNOW PLANE particle: check CONSERVE IN copyOfpPlane3Particle > Goal Weights and
Objects: uncheck GOAL ACTIVE > SMOOTHEN SNOW PLANE
FOR SNOW: RESILIENCE = 0, FRICTION = 1 > ADD CUSTOM INDEX AND CUSTOM
SCALE!!!

-------------------------------------
DISINTEGRATION:

set to 200 frames > front view > create cv curve tool (vase thing) > surface: revolve > covert
NURBS to polygon: quad and count 2000 > make sure normals aren't reversed >
dynamics:emit from object: emitter type is Surface; 80000 particles; random range lifespan
mode and lifespan=4 > open outliner and select emitter > checkbox of texture rate > click
ramp > Enable texture rate and emit from dark > white to black (U ramp; no gradience):
small part white then black then white for ramp; set key at frame 1 when placed at bottom
then at frame 200 at top > hypershade: ramp1: edit: duplicate: shading network> edit ramp
as black to white only > assign new material: lambert> plug-in new ramp to transparency of
lambert > place Solid Fractal for central color of ramp > graph material on selection: add
texture (granite) > select particle > add field: gravity and turbulence > assign blinn to
particles with same color as vase > put ramp, edit ramp as brown to light orange > place
glow intensity = 0.2 > particle render type: streak > for collision with plane: emit, random # of
particles; 0 resilience and 1 friction > place point light > go to render settings > add motion
blur to batch render, make sure mental ray plug-in is loaded > Render Using: mental ray >
Image format: JPEG (jpg) > Frame/Animation ext: name.#.ext > 640x480 > Start frame:
1.000 and End frame: 200.00 > Render: Batch Render

SAVE work> create particle disk cache

collision with plane:


emit random num 1 part dies

Tips for 3D rendering:


● if bg does not move, put it in separate layer and render 1 frame only
● another layer for vase and light only> hypershade > assign UseBackground to vase
and 0 all UV attributes [so that there's alpha for compositing]
● another layer for the base>assign new Use Background and 0 all attributes > add
light to layer
● place all fields and objects and place in new layer shadows > make surfaceShader
and assign material> place texture of vase to OutColor > surfaceShader to
transparency
● Connection ed
------------------------------------------------------------------

create nurbs plane (scale xyz 24)> particles (emit from object: surface; speed=0)>select
particle then plane> goal (weight 1)> particle> general> add goalU goalB parentU parentB >
custom speed > make expression for parentU and V:
particleShape1.parentU=rand(0,1);
particleShape1.parentV=rand(0,0.1);
particleShape1.goalU=particleShape1.parentU;
particleShape1.goalV=particleShape1.parentV;
particleShape1.costomSpeed=rand(.001,.002);
AT RUNTIME BEFORE DYNAMICS: particleShape1
---------------------------

MAKE OBJECTS>MAKE EMITTER>PARTICLE AE>INSTANCE


REPLACEMENT>OUTLINER>INSTANCER>GENERAL>
PER PARTICLE (ARRAY)>FLOAT>AE: ALLOW ALL DATA TYPE>PER PARTICLE ATT:
CUSTOM INDEX> SOMETHINGSOMETHING=RAND(1,56)>

GENERAL>RANDOMIZE CUSTOM SCALE


-------------------

SMOKE:

EMITTER > DIRECTION: X=0 Y=1 Z=0 > CUBE VOLUME > AWAY FROM CENTER = 0 >
ALONG AXIS =10 > RANDOM DIR = 0.125
> ADJUST DIR SPEED > RANDOM RANGE: LIFESPAN = 4 > LIFESPAN RANDOM = 3 >
PARTICLE RENDER TYPE: CLOUD >
OPACITY: ADD PER PARTICLE > OPACITY PP: RAMP > GENERAL > PARTICLE:
RADIUS PP: CREATE RAMP > EDIT RAMP >
WHITE TO DARK GRAY > EDIT ARRAY MAPPER OF RAMP2: MIN=.5 MAX=2 > COLOR:
ADD ATT PER PARTICLE > CREATE RAMP >
EDIT RAMP > WHITE(LARGE) TO DARKGRAY TO ORANGE(SMALL PART) >
HYPERSHADE WINDOW: PARTICLE CLOUD >
SEARCH PARTICLE SAMPLE: MIDDLE CLICK ADD COLORS > OTHER: OUTCOLOR TO
COLOR TRANSPARENCY AND INCANDESCENCE >

-----------------
MISSILES:

CREATE CYLINDER (EDIT AS MISSILE-SHAPED) > ROTATE Y = -90 > PLACE THE AXIS
NEAR BUTT (OBJECT SHOULD BE CENTERED ON GRID)>
MODIFY: FREEZE TRANSFORMATION > PARTICLE: CREATE EMITTER > EMITTER
TYPE: VOLUME > PLACE BEHIND THE MISSLE > DIRECTIONAL Y=1 >
AWAY FROM CENTER=0 > RATE(PART/S)=5 > ADD GRAVITY: MAGNITUDE=4 >
OUTLINER: EMITTER > SPEED RANDOM=1.579 > SELECT OBJECT THEN PARTICLE >
PARTICLE: INSTANCER > PARTICLESHAPE > AIM DIRECTION: VELOCITY >
DIRECTIONAL SPEED=10 > OUTLINER: EMITTER >
AROUND AXIS=5.6> SELECT PARTICLE > EMIT FROM OBJECT > CREATE SMOKE!!!

PARTICLE COLLISION EVENT EDITOR: RANDOM SHIT: 100 >


-----------------------

create cylinder (missile)> point x-axis (-90 Z)> axis near butt> modify freeze transformation>
create emitter> volume emitter type> rate part/sec 10> direction Y 1> away from center
0>along axiks10>daround axis 1.447>
BASTA GAWIN YUNG MISSILE SHIT WITH SMOKE

RADIUS ARRAY MAPPER MIN .2 MAX 3

FOR REALISTIC ROCKETS:

GENERAL > INCANDESCENCE PP > CREATE RAMP > EDIT RAMP> BLACK TO WHITE
(SMALL PART FOR GRAYISH WHITE) > SELECT PARTICLE 2 > HYPERSHADE >
GRAPH MATERIAL ON SELECTED OBJECT > PARTICLE SAMPLE > MIDDLE-CLICK
DRAG TO LIFE COLOR AND LIFE TRANSPARENCY AND LIFE INCANDESCENCE
(CHECKERED SHIT BUTTON) > (CONNECTION EDITOR) LOOK FOR INCANDESCENCE
PP > CLICK INCANDESCENCE PP R > INTENSITY FOR OUTPUT > (HYPERSHADE)
PARTICLE: EDIT DIFFUSE COEFF AND CLICK CHECKER
LOOK FOR CLOUD > CONTRAST= 1+ > SELECT PART1 >MAKE COLLIDE (WITH
PLANE) > PARTICLE COLLISION EVENT EDITOR> PART1> TYPE EMIT NUM
PARTICLES 500> LIFESPAN MODE: RANDOM RANGE> LIFESPAN 1 > LIFESPAN RAND
.5> TURBULENCE : CUBE > MAGNITUDE: 50 > FIELD: DRAG (CUBE)> MAGNITUDE:
1.5> ATTENUATION 0 > RENDER TYPE: CLOUDS > ASSIGN NEW MATERIAL >
PARTICLE CLOUD> GENERAL: RADIUSPP>CREATE RAMP>EDIT RAMP> BLACK TO
WHITE TO GREYISH WHITE TO BLACK> ARRAY MAPPER MIN 1 MAX VALUE 3 >
OPACITY PP > CREATE RAMP > COLOR> CREATE RAMP> EDIT: GRAYISH WHITE
(MOST) TO BLACK TO RED ORANGE TO ORANGE TO WHITE > DO INCANDESCENCE
SHIT
DYNAMIC RELATIONSHIPS EDITOR>
------------------------

GROWING ANIMATED VINES USING PAINT EFFECTS:

- CV curve tool to design growth on object (eg statue)


- if multiple curves are made, combine by: Surfaces > Edit Curves
> Attach Curves (blend option)
- should start with only one strand that splits n times
- Render > Paint Effects (PE)> Get brush > PlantsMesh > ivy Mel >
(turn Shading ON) > brush on workspace and select ivy
stroke > AE: Global Scale = 0.3 > Length Min. = 0 >
Length Max. = 1
- Select the PE Stroke > PE Menu > Get Settings from Selected
Stroke > Select Curve made earlier > Curve Utilities >
Attach Brush to Curve
- Under strokeShape (AE): 'End Bounds' is used to animate >
Set Timeline to frame1 > Right click on Max Clip = 0
to Set Key > frame60 > Max Clip = 1
- Under strokeShape (AE): >Pressure Mappings > Pressure Map 1:
Scale > Under Pressure Scale, tweak Ramp by adjusting
position key by moving it down (so the the vine creeps
growing from tiny to actual size) and making a curve
to make it natural (7 shape) > Pressure Map 2:Num Leaves
> Pressure Map 3: off
- Select visible Stroke > Edit: Duplicate Special > Grp Under:
Parent; 1 copy; duplicate input graph >
- Under 'ivy' (AE): Tubes > Uncheck Tubes > Hide the duplicate
stroke > Select the ivy stroke (looks like tube) > under
'Twist': Check Forward Twist > Show hidden stroke
- Select stroke > PE Menu > Get Settings from Selected
Stroke > Select remaining Curves made earlier > Curve
Utilities > Attach Brush to Curve
- Select (new) vine strokes > Channel Box > Animate Max Clip
same as other vine (0 to 1) > Copy pressure mappings for
others
- For the Tube, select the first ivy tube made > PE Menu > Get
Settings from Selected Stroke > Select remaining Curves
made earlier (ivy strokes hidden)> Curve Utilities >
Attach Brush to Curve
- Set Pressure Map 1 of Tubes same as vines; turn off maps 2&3
> unhide other vines
- change the frames of other tubes so as to make a continuous
flow (right click Max Clip you set to key and 'Offset
keyframes') > do the same for vines
- Adjust vine thickness
- Make tubes run slightly ahead from vines by Animation Editor>
Graph Editor > Frame All > Select all > slide a bit to
the left
- Select strokes (strokeShape) > Pressure Map 3: Turbulence >
Pr Min. = 10 > Pr Max. = 0.5
- go to 'ivy' tab (AE) > Behavior > Turbulence > Turbulence
Type: World Force > Turbulence = 0.3 > Frequency = 5 >
Turb. Speed = 0.2 > Turbulence Offset: right-click one
box, Create new expression > Copy attribute name >
paste under Expression as:
ivy3.turbulenceOffsetX = ivy3.turbulenceOffsetY =
ivy3.turbulenceOffsetX = time;
- Select ALL strokes > Graph Editor > Select top keyframes >
Set Tangents: Flat
- TO RENDER:
> Select ALL vines > Modify > Convert > PE to Polygons >
Mental Ray rendering
-------------------------------------------

CREATING TORNADO (Fluids):

- create its shape using Curves (one side only)


- Select object > Surfaces > Surfaces > Revolve > adjust shape >Delete
(by type) History > Edit NURBS > Project Curve on Surface >
Rebuild Surfaces > Make # of spans U and V same as the Min&Max
Range of U&V in AE, when Applied, the Min&Max in AE turns to 1
- > nDynamics > Create nParticles > Create Emitter (balls) 2x >
Timeslider upto 500 > Renderer: Legacy Default Viewport >
Outliner: Select nParticle1 and ctrl select revolverSurface1 >
nParticles > Goal
- > Outliner: Select nParticle2 and ctrl select revolverSurface1 >Goal
- FOR BOTH nParticleShape1 & nParticleShape2 in Attribute Editor (AE):
[where * = 1 or 2]
> Goal Weights and Objects: Goal Smoothness=0 > Collisions:
Uncheck Collide & Self Collide >Add Dynamic Attributes:General
> Particle (tab): goalU & goalV
> Goal V: right-click on textbox, select Creation Expression >
Copy attribute name (nParticleShape*.goalV) > Paste under
Expression box as: nParticleShape*.goalV=rand(0,1);
> Goal U: right-click, Create Ramp> Lifespan > Lifespan Mode:
Random Range, Lifespan=5, Lifespan Random=1 > Particle Size:
Radius=1
> Goal V: right-click, Creation Expression > Select Runtime
after dynamics > Under Expression Box:
nParticleShape*.goalV+=0.15
- for nParticleShape2 > Goal U: right-click, Edit Ramp > click next
(box icon with triangle pointing right) to find arrayMapper2 >
Array Mapper Attributes: Min. Value=0.5, Max. Value=1
- for nParticleShape1 > Goal U: right-click, Edit Ramp > Ramp
Attributes: reverse from (left to right) white to black to
Black to White (delete 3rd key color gray) > Array Mapper
Attributes: Max Value=0.5
- Select nParticle1 > Dynamics > Fluid Effects: Create 3D Container
- Select nParticle2, nParticle1, & fluid1 > Fluid Effects: Add/Edit
Contents: Emit from Object
- Select fluid1 > AE: Auto Resize (check box)
- **Hide revolveSurface1, nParticle1 & nParticle2 to check**
- Unhide both nParticles > Select nParticle1 > nDynamics > nCache:
Create New Cache (select its tiny box for options)> Cache
format:mcx; One file; Time Slider; eval every 1 frame; same
every 1 evaluation > do same for nParticle2 but rename Cache
name to nParticleShape3
- Hide both nParticles, select fluid1 > AE: fluidEmitter* > Fluid
Attributes > Density/Voxel/Sec=20 (30 for fluidEmitter2);
Fluid Dropoff=1 > Fluid Emmission Turbulence: Turbulence=1
- Rotate fluid1 (in channel Box): Rotate X=90
- AE: fluidShape1 > Auto Resize: Auto Resize Margin=3 > Density:
Density Scale=1.0, Buoyancy=0, Dissipation=10.0
- Select both nParticles > nCache: Delete Cache
- Select and for emitter1&2 > Basic Emitter Attributes: Rate
(Particles/Sec) =1000
- Select fluid1 > AE: fluidEmitter1 & 2 > Basic Emitter Attributes:
check Use Distance > Max Distance=0.5
- Delete original curve > Unhide revolveSurface1 > CV Curve Tool: make
line in the middle of tornado > Modify: Freeze Transformations
> Select Curve (line) and shift+ select fluid (cube-ish thing)
> Fields: Volume Curve
- AE: fluidShape1 > check Disable Evaluation
- Unhide both nParticles > select volumeAxisField1 AE > Volume Axis
Field Attributes: Magnitude=25 > Volume Control Attributes:
Section Radius=40 > Volume Speed Attributes: Along Axis=0,
Around Axis= -10
- Select both nParticles > nCache: Create New Cache, rename to
nParticleShape4
- fluidShape1 > uncheck Disable Evaluation > Outliner: hide
revolvedSurface1 and both nParticles > set Timeline 'til 700
- Select fluid1 > Dynamics: Fluid nCache: Create New Cache: Options:
Rename as tut01, Cache time range: Time slider, Create
- AE: fluidShape1 > Opacity:Selected Position=0.635, Input Bias=0.126
> Lighting: check SelfShadow > Auto Resize: Auto Resize Margin=8, Max
Resolution=1000 > Dynamic Simulation: Damp=0.010, Friction=0.80,
Viscosity=0.1, Simulation Rate Scale=0.5, Solver Quality=500, High
Detail Solve=All Grids > Contents Details: Density: Density Scale=1.5,
Velocity: Swirl=10
- Select fluid1 > Dynamics: Fluid nCache: Create New Cache: Options:
Rename as tut02, Cache time range: Time slider, Create, Add and Blend
- AE: fluidShape1 > Base Resolution=20 > AE: fluidEmitter* > Fluid
Attributes: Density/Voxel/Sec=50 >
- Select fluid1 > Dynamics: Fluid nCache: Create New Cache: Options:
Rename as titt, Cache time range: Time slider, Create
- DON'T FORGET TO FUCKING SAVE, MOFO
- Outliner: hide volumeAxisField1 and curve1
- AE: fluidShape1 > Opacity: Input Bias=-0.345 > Display: Boundary
Draw=None > Incandescence: Incandescence Input=Center Gradient, Ramp
show Black to Blue (H:214.382, S:1, V:0.883) only (delete 2nd color) >
Opacity: at Selected Position=0 (on ramp), make Interpolation=Smooth,
Input Bias=0.395 > Textures: check Texture Incandescence and Texture
Opacity, Depth Max=3 >Color: Add another color to ramp(for left side),
Select Color=Dark Gray, Color Input=Density, Input Bias=0.882 >
Incandescence (for selected color blue): Input Bias=-0.597, Change
blue color of Ramp from V:0.883 to V:3.00 > Lighting: Shadow
Opacity=1.0
> PLAYBLAST: checked View and Show ornaments; Format:avi; Encoding
none; Quality=100; Display size: From window; Scale=1.00; Frame
Padding=4; checked Remove Temp Files and Save to file (indicate Path)
> Playblast

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