This tutorial demonstrates the
basics of using Particle Combust 1.5.
It requires Max 1.2 or 2.0. It will
demostrate various aspects of Particle
Combust such animated colors, density,
and sizes and illumination.
How To
To start with you need a particle
system to use as a gizmo for your
Particle Combust effect. You can use
almost any particle system that Max
uses. For now we will just use the
Snow particle. Create a Snow Particle
system that has a Width of 20 and
Length of 20. Set the Life to 100 so
we can get a larger particle volume
and turn the Variation down to 1.0.
Leave the Viewport and Render Count at
100 for now. The Render Count is an
important factor to keep in mind,
because the more particles you have
the longer it will take to render.
Now open up the Material Editor.
Create a new material and turn on the
Wire check box and set the Wire Size
to 0.0f and assign the material to the
particle system. The reason we want to
do this is that we don't want to
actually see the particle just the
Particle Combustion effect. The reason
we don't use a completetly tranparent
material is that transparent materials
interact strangely with volumetric
effects(you see a lot of edge
artifacting).
Open up the Enviroment Dialog under
the Render menu and Add a Particle
Combust effect. The Particle Combust
dialog should appear below. It is very
similiar to the regular Combust
effect. So if you are not familiar
with Combustion you should take a look
at the Combust help file.
First we need to add the Snow Particle
system to the effect. You do this by
hitting the Pick Object button and
then selecting the Snow Particle
system which should show up in the
drop down list next to the Remove
Object button. Note there is a bug
right now, if you want to delete an
object from your scene that is in the
effect list you must usethe Remove
Object button first before deleting
the object.
The Color, Characteristics, Motion,
and Explosion sections have pretty
much remained the smae from the
original Combust. So if you want more
info on the fields in these sections
check out the help file that came with
Combust. The Illimnate and Particle
Info sections are different and are
used to further control the volume
size and color.
Now go to to Perspective view, go to
frame 100, and do a Zoom Extents so
you can see the whole particle system
and do a render. You should have a
yellow puffy looking stream of
particles, not all that exciting. With
the default setting the color of the
effect is just the inner/outer color
and will behave just like the regular
combust but instead of being cirular
it is based on paricles.
Scroll the Particle Combust dialog up
until you see the Particle Info
section which has most of the controls
for how the particle effect will look
like. Set the Particle Life 100, this
field should normally be equal to to
the life of the particle system. Turn
on the Localize Explosion to particle
life and Localize noise to each
particle. The Localize Explosion to
particle life links the color effect
to the life of the particle when
explosion is active. When the particle
is born its effect color is the
Inner/Outer color and when it dies it
is the Smoke color. The Localize Noise
centers the noise around each
particle, instead of at the objects
center. Normally Localize Noise looks
better when turned on, otherwise the
effect looks like it moving through a
noise pattern instead of billowing.
Turn on the Explosion check box in the
Explosion section to activate
explosion, set the Smoke Color to blue
and do a render. A little more
exciting but still lacking in control.
Now we will examine how to
localize effects to the particles life
so we can more accurately control the
effect. Scroll the dialog up to the
Colors section and turn on the Inner
and Outer Based on Track View Graph.
This check box links the particle
color to the track view color based on
the particles life and overrider the
explosion. To demonstrate how this
works turn on the Animate button and
go to Frame 50 and set Inner Color to
green, then go to Frame 100 and set
the Inner Color to blue. Now do a
render of frame 100 and notice how the
effect goes from yellow, to green, to
blue. When the render goes out to
shade the particles with Inner and
Outer Based on Track View Graph it
gets that particle age and then looks
at the Inner Color track view graph
and uses the color at the point on the
graph based on the age.
Just like you can control the
color through the track view you can
also control the size of the effect.
Go back to the Particle Info section
and turn on the Use Track View Graph
check box. Now lets make the effect
size bloom as they age. Turn on the
Animate button and go to frame 20. Set
the Particle Size to 25, then go to
frame 100 and set the Particle Size to
100. Now render the scene and notice
how the effect get largere at the end.
Since we made the effect larger it
hs become more dense, no lets set the
density just like we did the size.
Turn on the Animate button and go to
frame 0. Set the Denisty to 5.0 then
go to frame 100 and set the Density to
1.0. Now do a render. You can continue
to tweak the settings until you get
the effect that you are looking for.
Normally Particle Combust is self
illuminated and does not need any
lights to see the effect. This is fine
for explosion type effects but for
effects like smoke you need to have
the effect illuminated for it to look
realistic. To make the effect non self
illuminating turn on the Illuminate
check box. You also need add lights to
the effect. First create an omni light
centered on the base of the particle
system. Turn on the attenuation and
set the Far Range to the extent of the
particle system and set the Near Range
to half that distance. Now you need to
add the light to the effect dialog by
hitting the Pick Object button and
selecting the omni light. Now when you
render only the parts of the effect
that are illuminated are rendered. You
can also cast shadows into the volume
effect by adding a shadow casting
light into the effect.
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