Power by Lenshuang~2+3D Game Vfx Base since 2003~2014
  • Phoenix FD Tutorial: nuke cloud

    via. hammerbchen.blogspot.com



    In this short video tutorial I will show you how to create a realistic mushroom-cloud with ChaosGroup PhoenixFD. Here are some of the important steps:



    One directinal light, PHSource, a cylinder and PHSimulator will be enough.


    Key your Discharger from 300 to 5. (From frame 0 to 11). Higher Temp will make your cloud looks more noisy and chaos. Higher Smoke value bring more detail of cloud.


    Here are must important parameters that contribute simulation results. Cell size means voxel size but lower the cell size doesn't guaranty a realistic results. Increase the Maximal step when you lower your cell size. Play around with your smoke/temperature amounts to get the best results.


    Cloud should in dark gray color. More scatter multiplier makes cloud more transparent



    A directional light with higher Mutiplier value will make your rendering looks much contrast and dynamic. Here I use vaule of 5 and orange color (the color of sun). Don't forget to turn on Atmosphere Shadow.



    Sampler Type is one of the key parameter to make your cloud looks sharper and realistic. (The default is set to Spherical)


    Turn on your GI, a very low preset of Irradiance Map will be enough.


    Make your Sky light half bright. Gamma to 2.2.
  • This script allows users to randomly rotate, scale, and move the selected objects with the choice of relative or absolute.

    The icons are also in the rar folder.

    Additional Info: 

    Objection Randomizer 1.0
    - Simple User-Friendly UI
    - Independent controls for Move, Rotate, & Scale transform properties
    - Uniform Scale option for Scale transform
    - Absolute and Relative options for control over objects
    - Min and Max parameters for each transform axis

    Objection Randomizer 2.0
    - Now supports “Undo” function
    - Icons now created within script to eliminate any possible icon issues
    - Scale values now are based on percentages
    - Scale works with both Absolute(World) and Relative(Local)

    Objection Randomizer 3.0
    - Fixed "Undo" bug.
    - Removed icons to eliminate any issues.
    - Scale values now are based on percentages both absolute and relative
    - Rotation works for both absolute and relative to object (local axis)
    - Rewrote entire script. Went from 406 lines of code in v2.0 to 106 in v3.0

    Version Requirement: 
    Max 8+
  • 이미지가 모든 것을 설명해 주고 있습니다. 오유환님께서 만드신 스크립트입니다.




    SwordTrail is Effect tool for motion Trail

  • Phoenix FD Tutorial: explosion  




    This tutorial shows you the essential setup for explosion simulation with Phoenix FD 1.2 and rendering with Vray 2.0.

    Learning Concepts
    Chaos Group Phoenix FD is a fluid-dynamic plugin for 3dsmax, it is relatively physically accurate and some of the parameters are using physical unit. One must strictly setup the scene with that in mind (ie: gamma, lighting...etc) to use this plugin or you might get undesired results or found this plugin uncontrollable.

    1. Preparation
    Open Phoenix FD sample scene: "Nuke.max"
    C:\Documents and Settings\User\My Documents\Phoenix FD\samples



    Select Simulator01 and scroll down the rollout at the bottom, check both Renderings and Rendering settings and save as Nuke.apr file. We will use this apr as preset later on.

    2. Scene Setup
    Go to Create Panel/PhoenixFD, click and drag to create a PHXSimlator in viewport. (Size would be 110X110X160 in my example)

    Go to Create Panel/Lights/Vray, click and drag to create a VraySun in viewport (when pop-up to put VRaySky in Environment, say NO)



    Create a VRayPhysicalCamera in your Scene. Adjust the parameters as image above:


    Go to Create Panel/Helper/PhoenixFD, put a PHXSource (barrel shape) in your scene. Create any geometry in your scene as PHXSource's source, we used Geosphere in this example. Check smoke channel to 1. Key the Discharge value to 300 until frame 11. (300 to zero), this induce the sudden explosion when simulate.

    Overall scene setup


    3. Simulation



    Click on PhoenixFD001 and go to Templates, load the Nuke.apr we just created. This will load must parameter settings we need. We could use those settings as starting point. Adjust the cell size while monitoring "Required RAM". The cell size equal voxel size in FumeFX which directly determine the resolution of fluid/smoke. Higher cell size generate better quality, however I found when "Required RAM" higher than 60Mb causing PhoenixFD to crash in 3dsmax 2011 32bit system. Choose any resolution on your own.




    Hit Simulation button to start simulate. Gray dots and red dots represent smoke/fire respectably. You could increase Conservation Quality or decrease cell size if desired



    4. Rendering Settings


    Left: No Gamma correction; Right: correct gamma settings





    Go to Rendering/Gamma LutSetup, set those parameters as follow:


    Assign Vray as your renderer. set those parameters as follow:


    5. Rendering/test
    Now you could make your first render, it might looks ugly at first time. Select your PhoenixFD001, go to Rendering, click on "Color and Transparency". If emission source set to disable, it will render smoke only; if set to Temperature, it will render both smoke and fire.

    You could adjust your VrayPhysicalCamera's shutter speed if too dark/too bright.

    6. Add detail
    Displacement adds fine detail to your smoke rendering

    To add detail and realism to your smoke, select PhoenixFD001. Check Displacement enable and set value to about 3. Put a smoke map (procedural map) in the Fine channel. Adjust smoke map size according to your scene unit (I use value 4 in my example)

    7. Light Scattering



    Scattering strength: 1, 2, 4

    In real world, lights actually scattering in a smoke. To add more realism, select PhoenixFD001. Go to Rendering/ Color and transparency. Play around the scattering Multiplier value, the Maxim is 4





    8. Post-Process



    Hit "8" or go to Rendering/Environment. Add VRay Lens Effect, check Bloom and Glare on. Adjust the value interactively, this will give final touch to your rendering.


    Congratulation! you have just finish this quick tutorial, play around and have fun with PhoenixFD 1.2!
  • For this tutorial I assume you got a fair bit of brain and experience with 3D Studio MAX.

    Reset your scene and start by making a cone with radius1: 10, radius2: 150, Height: 800, Height segments: 80, Sides: 40 and mark the "Generate Mapping Coords" This will make the basic sharp of the smoke. It should look something like the cone on Fig01. If your smoke got another shape, just modify the setting so it fits.

    The Cone got caps in the top and bottom, we don't want those, so add an edit mesh and cut them off.

    And to be honest the shape doesn't look much like smoke, it have to be noisy, and more noisy in the top then the bottom, for this we well need the "Mesh Select" and soft selection. add the modifiere and select the first row of vertices from the top. Mark the "Use Soft Selection" and set the faloff to 750. remember the height of the cone was 800. so the vertices in the bottom is not affected.

    Now with the "Mesh Select" in "Sub-Object" mode add a noise modifiere. set all the strenght values to 250 and the scale to 130. Because we use soft selection the noise is most affected in the top, just like we wanted. See Fig02.

    We also want the smoke to be animated, so mark the "Animate Noise" and set the frequency to 0.05 since 0.25 is way too fast. Now its so slow 100 frames isn't enough, so scale it to 200 frames. The animation still doesn't look right, it just waves from side to side, and smoke usually comes from the bottom and goes up, lets fix that. In the noise modifiere go to "Sub Object" mode and go to frame 200 and press animate and move the gizmo about 800 units up, and go out of "Sub Object" mode. See Fig03.

    But one cone isn't enough. Make 4 copies so you'll have 5 cones all in all. but they all look the same, just change the noise seed for the 4 new cones, so they all have a unique number. If you want to, you could also change some of the strenght values and the scale of the noise.

    Fig01 Fig02 Fig03

    Now make a Camera and a lightsource with shadow mapped shadows perpendicular on the camera, and turn the viewport to shaded mode, and you should have something like this Fig04, maybe in another color.

    Now we just need a material that looks like smoke. It have to be transparent in the top and more solid in the bottom. The edges of the smoke also have to be more solid then the center of the smoke.

    Make a new material, and set the "Specular Level" and "Glossiness" to 0 since we don't want any highlights.

    Under "Extended Parameters" set the "Type" to "additive" This means its adds the color to the background. So if you have a dark transparent material, it wouldn't show up because there isn't much to add. We can use this to make the center of the smoke dark, and thereby transparent.

    So we want the center of the smoke dark, and the edges white. The Falloff material can do this, so add one in the "Diffuse" slot. This will make the faces with the normals pointing at the camera black, and the faces with normals perpendicular to the camera white. Adjust the curve so it looks like Fig05.

    We also want the material to be more illuminated on the edge, so copy the Falloff map to the "Self-illumination" slot. And adjust the curve so it looks like Fig06.

    Like I set it have to be more tranparent in the top then the bottom, so add a gradient map in the "Opacity" slot. set color1 to 0,0,0 color2 to 20,20,20 and color3 to 255,255,255. And under "coordinates" set tiling to U:0.9 and V:0.9 if you doesn't do this the very-top of the smoke will be white, since the gradient tiles a bit.

    Now hit render.. And you should have something like the picture in the bottom of this tutorial.

    If you don't like the result, you could always adjust the diffuse, self-ilumination and opacity map. to make it more or less transparent, or change the color, or...



    Add a gradient in the diffuse falloff, and make the gradient go from yellow to white, so the smoke will be slighty yellow in the top, Simulating the nicotine in the smoke.

    Its also possible to make a touch using this technique, just make the diffuse colors red/orange maybe in a noise map, and add some fractal noise to the the gradient opacity map.

    Add a flex modifier before "Noise" and "Mesh Select" and animate the smoke, this will cause the top of the smoke to lag behind the bottom.

  • This tutorial explains how to make cool-looking explosions like these:


    However, the user must have a basic knowledge of MAX and some of its functions, like creating combustion gizmos, the video post basic functions, omni lights, etc.
    Now, without further rambling...

    1. Create a SphereGizmo anywhere in the scene. Just place it somewhere in a place where it can easily be found, like as shown below.

    2. Add a combustion to the SphereGizmo. The setting should be around:

    Flame Type: Tendril
    Flame Size: 20.0
    The colors for the combustion are as follows:
    Inner color:
    R: 255
    G: 248
    B: 241

    Hue: 37
    Sat: 54
    Value: 255

    Outer color:
    R: 255
    G: 120
    B: 30

    Hue: 17
    Sat: 225
    Value: 225

    Of course, there's nothing wrong with trying something different.

    3. Make an omni light in the center of the combustion gizmo. Put some attentuation on it. This is the light that will *supposedly* light up the object you're....lighting up

    4. Color said omni light orange.

    5. Create a particle SuperSpray with the following settings and place it inside the center of the SphereGizmo.

    Basic Parameters:
    Off Axis: 90.0
    Spread: 90.0
    Off Plane: 0.0
    Spread: 180.0

    Particle Generation:
    Use Rate: 20
    Speed: 5.0
    Variation: 50.0
    Particle Size: 3.0

    Particle Type:

    Rotation and Collision:
    Set to "Direction of Travel/MBlur", and set it to 15.
    Next, select said SuperSpray, right-click on it, go to Properties, and assign it an Object ID. Assign it any # you want, but for this exercise it will be 32. Then, go to the Material Editor, and create something that's totally glowing white, either using self-illumination or raytrace luminosity. Apply that material to the particle spray.


    The particle spray should look something like this, if you advance the frames enough:

    6. Now for the hard part. Go to Rendering->Video Post. First of all (do this first), click on the blue thing:

    After you click, select "Perspective" from the list of viewports and press OK. Then, you will need to put a lens flare in the middle of the explosion. Click on "Add Image Filter Event", and add a lensflare:

    Setup the lensflare. You can either use a provided lens flare file made for explosions/quantum singularities/whatever, or you can use the AFTERFX3.lzf file pre-included with MAX, and red-shift the glows, red-and-orange-shift the manual secondries, increase first manual secondary size to at least twice that of the glow, and apply inferno (gaseous) to the manual secondaries.
    Anyway you should have a lensflare looking something like this:

    Then, when you have the lens flare right, go to "Node Sources" and pick the omni light as the node source. Press OK. Find a frame where the particles look good, and go to that frame in the video post renderer and render.
    Then, back to the video post. Add a Lens Flare Glow. The settings for it are like:
    Object ID: [whatever # you assigned the superspray]
    Size: 0.2
    Set glow color to "pixel", the color is something that will make it look better, like yellow, orange, blue, etc. If you really feel like it, you can use a gradient

    The video post thingy should look like this:

    Remember, what you call the lensflare and the SuperSpray glow can be anything you want.

    By the way, render the image:

  • 간단하게 검기 이펙트를 작업하는 방법입니다.



    레이어 셋을 하나 만듭니다.새 레이어를 추가해 정사각형 박스를 하나 만들고,(박스의 용도는 차후 설명)다른 레이어를 추가해서 대강의 검기모양을 그립니다.이때 디테일하게 그릴 필요는 없고 대강- 러프하게 그리시면 됩니다.레이어의 구성은 위 그림과 같습니다.



    위와 같은 형태의 그림이 만들어지고나면 다음 작업으로 넘어갑니다.


     Filter -> Blur -> Radial blur 메뉴를 엽니다.Amount를 15정도로 잡습니다.Blur method는 Spin형태로 합니다.

    过滤器 - >“模糊” - >径向模糊,打开菜单,如图所示设置参数 

    Radial blur를 적용하면 위와같은 형태의 이미지가 만들어지게 됩니다.이때 주의할점은 렉트를 지정하지 않을시, Radial blur의 중점이 화면 가운데를 기준으로 하게되므로검기모양을 그릴때는 화면 가운데를 기준으로 약간 밖으로 벗어난 곳에 그려야합니다.만약 화면 정중앙에 검기모양을 그리게되면 초승달 모양이 아닌 둥근 모양으로 Radial blur가 적용되게 됩니다.


    좀 더 디테일한 검기의 모양을 위해 새로운 레이어를 하나 추가해서위의 작업을 반복합니다.


     최종적으로 나온 검기의 모양입니다. 일반적인 검기 이펙트의 경우 Linear dodge를 사용하게 되므로이때 블렌딩은 Linear dodge로 맞추어 둡니다.

    最终完成的贴图形状。 贴图效果通常使用线性减淡的混合方式


    레이어셋을 애니메이션하고 싶은 프레임 갯수만큼 복사합니다.이 작업방식의 가장 큰 장점이 간단하게 많은 프레임의 부드러운 검기 애니메이션을 만들 수 있는 점입니다.


    각 레이어 셋을 회전시킵니다.처음 '정사각형 박스'를 만든 이유가 여기에 있습니다.만약 각 레이어 셋에 정사각형 박스가 없을 경우에는 이미지기준의 중점으로 회전이 되기때문에각 레이어셋의 회전이 동일 축으로 이루어지지 않게 됩니다. 



    칼의 궤적의 모양에 맞게끔 전체 레이어셋의 사이즈, 각도 등을 조절합니다.이경우는 일반적인 횡베기를 기준으로 세로사이즈만 줄인 형태입니다.



    정사각형 박스이미지를 없앤 최종적인 형태의 검기입니다.


     자연스럽게 검기가 사라질 수 있도록 후반 프레임을 보정해줍니다.Opacity를 줄이는 방법이 가장 간단하지만, 그보다는 색을 어둡게 해주는 편이 더욱 효과적입니다.(Linear dodge의 경우 Opacity를 줄이면 색이 탁해집니다.)



    최종적으로 완성된 검기 애니메이션입니다.기본 형태이므로 여러가지 테크닉을 응용하면 더욱 다양한 검기 이펙트를 만들 수 있습니다.