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Hello again to all. Here I leave a small tutorial you for blankets them of fx, are professional, like caretakers, all we will not have Super machines, micros, etc.! All the 3D makers did not work in a study of Fx, Cinema, But having programs with the potential of Lightwave because not to do small a short one, perhaps, a galactic entrance for the communion of the daughter of a friend, relative... or simply for one same one. There are several ways to do, explosions in the space, with particle systems, using programs like Lightwave, Maya, Max, XSI, C4, also it we can do by means of postproduction with After, Shake, digital fusion, combining video and 3D etc... In this case! the example is rather simple, with an acceptable result, during this Tutorial we are going to combine hypervoxel, procedural textures, particle systems, volumetric Lights and lens flares. We will begin loading the scene in http://www.artde3.com/explosion.zip . If everything is correct we must have a sequence of (-24 up to 82 Frames.) In this scene already you have the lights created, related, the movement of the camera prepared, and the particle system loaded. Now I explain a little to you like doing it from zero. First in doing it is to create null (a Null) and we located in X = 1,204 ms, Y=1.328 m, Z=57.1448 m, this Null serves us to position of a fast way the lights. For it we are going to create 4 lights and became related the four to the Null more, you do not forget to deactivate the option (parent in place in Display). The 4 lights are of type "Point Light" 2 of them was used for the volumetric effects, and the two rest for lens flares. Well! Now we loaded the object (aroexplosión) and became related both to the Null object the example in schematic View. (Shematic) |
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We selected to the object aroexplosión layer1, during these 82 frames we will change its size to simulate a rarefaction wave. What follows next not this animated in the scene that you have loaded, here it is where you enter practice. For it we used the tool "Modify/Stretch |
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Frame 0 ( X= 0.080/ Y= 0.080/ Z= 0.080)
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Frame 33 ( X= 0.080/ Y= 0.080/ Z= 0.080) Frame 34 ( X= 2.082/ Y= 0.696/ Z= 2.082) |
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An example of the animation Frame 40
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Frame 50 ( X= 14.308/ Y= 2.682/ Z= 14.308)
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Frame 55 ( X= 18.782/ Y= 6.395/ Z= 18.782)
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Frame 70 ( X= 32.030/ Y= 20.000/ Z= 32.030) Frame 80 ( X= 35.000/ Y= 20.000/ Z= 35.000) |
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Good! we already have our animated wave. We continued, this time with aroexplosiónLayer2, our main scenery, a plane a texture car illuminated, and excluded from the lights of our scene.
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! ! Deceit edge goes! Je je.. Good. Image had been able to load an image in "background", but everything has an explanation, to give greater depth, I animated a little the camera, in fact if we paid attention to the animation, the camera approaches the explosion slowly and the bottom Moves slowly, also when the wave hits the double bed all the image moves and was right what imagined. I proved it with both. with plane, and without plane. Mmmm the difference notices, you can test. |
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Here you have the parameters of the plane.(All it in frame 0) Position (X = -1,204 ms) (and = -1,328 ms) (Z = 139,4032 ms) Stretch (X = 130,000) (And = 130,000) (Z = 130,000) The material of the plane. Simply 100% luminosity and in publisher texture Download the image (Fondo.jpg) Automatic Sizing, and direction Z. |
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HVEmiter. A simple explosion that begins to detonate itself Here in frame 26 you have the values. In this case I cannot explain the parameters of the HV but If the time me allows it, I it would like to elaborate a complete tutorial on particles. |
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| The HV Nothing else has a rotation of 30º in the axis "Bank"...: | |
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So that these particles, have appearance of small fragments, We will use the Hypervoxel. Hypervoxel explanation. Within the Hypervoxel menu we selected the HVEmitter In this case, I have used the Object Type (Surface) disolve to 53% Panel Geometry. Particle size to 200mm, to modify the size of each Fragmento of the planet, we must increase to 500% the Size variation. Strech Direction. In case of not being rock fragments, we had been able to control the transformation in x, and, z, of its appearance, all this, controlled by the Strech amount with the possibility of animating, thanks to his envelope or TextureEditor. But exactly it is not the case, we will only leave activated (align to Path). Blending Mode. And Blending Group We both left them in None, first is used when we created groups of Hypervoxel, That mix themselves between if thanks to (Blending Group) the ways are Aditive, Negative, and effector, is to say! Aditive: Both hypervoxel merge. Negative: Hypervoxel annihilated the other hypervoxel erasing this last one If they make contact with enemy. Effector: It is the combination of both. We left deactivated: Show Particles and ParticleStorm color. Panel Shading : |
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The values of the Editortexture (Color) As you can appreciate, it is a gradient that side affected by the Bump, but in the case of hypervoxel we have an eyelash (HyperTexture) which is essential to animate any relief in hypervoxel Volumetric, because the gradient side also affected by the values of the HyperTexture.
Details of valores:(Color)
Luminosity Values:
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Hypertexture Panel
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Now we are going to prepare the material of our expansive band. We entered publishing Surface and we selected the material (texture). We selected to the textureEditor of the Option Color.(value 100%) We used un(procedural Crumple)
We copied the Crumple channel and we stuck it in Luminosity (value 300%)
We lowered Diffuse a (32.5%) We arrived at Transparency: A gradient (and Distance to Pívot) With this channel we controlled the transparency of the edges of our hoop.
and finally the values of the material.
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In the scene, we have more things. 2 lights with volumetric properties to create the fire balls and 2 lights more for lensFlares, one of the two remains without disappearing, because my idea was to create the birth of a star, but you can Change the values to your ill, the lights are prepared with his envelope... you only must observe and modify. Luck. A hug. Pierre Bixquert |
| http://www.artde3.com/pierre |