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Cgi Notes
Cgi Notes
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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
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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!!!
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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
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
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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 >
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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!!!
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
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>
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