Saturday, 24 September 2011

Waterfall Special Effects Using Particle

Waterfall Special Effects Using ParticleThis tutorial will show you how to create a waterfall scene using particle system in 3dsmax. This time, we will not use Particle Flow, instead we use traditional Particle System called Blizzard. Based on complexity of waterfall we will create, it is enough to use simple Particle System like Blizzard.
1. Before you begin, download required file here. This file contains start and finished waterfall animation. Open file waterfall_start.max. There are several objects in the scene. All created using simple object like box and plane. You will use plane in the middle of other objects as water source for waterfall. Consider it like a river that ends as waterfall. Those 2 boxes already got material applied. They all use standard material available in 3dsmax. Later, you can change these 2 boxes with other objects to create river banks for example.
2. Let's start. In Command Panel, make sure Create tab is active. Change drop-down list to Particle System. Click Blizzard Button. Then, click and drag in Top viewport to create Blizzard icon. Don't worry about its size and location. We will change that. Make sure Blizzard icon is still selected. In Command Panel, click Modify tab. Now, you can modify Blizzard's parameters. In Basic Parameters rollout, fill in Width=480, Length=35. Then, set particle appeareance in viewport.as Mesh. Also set Percentage of Particles=100. By changing percentage to 100%, you can see all particles in viewport.
3. Leave Modify tab for a while. Using Select And Tranform Tool, move Blizzard to the edge of waterfall. Look at image below for reference. Make sure this icon a little bit overlap with the edge.
4. Now, go back to Modify panel. We will change another particle's attributes. Click Particle Generation rollout to open. Change several values like image below. In this step, we change particle quantity, speed, timing, and size. In Particle Timing, we set Emit Start using negative value (-100) because we want waterfall already 'appear' since frame 0. And we set Life=100 to fit with total frame available.
5. Open Particle Type rollout. We use Facing as Standard Particle type. Because you have already set particle display as Mesh, now you can see particles appear as small square face(facing). Facing is a special, because its normal always parallel with viewport view. Try to make perspective viewport active and scrub slider. Then, activate another viewport and watch how facing behave. Last particle parameter you will need to change is Rotation. Open Rotation and Collision rollout. Set Spin Time=0 to make particle face won't rotate. We don't want particle to rotate.
6. Image below shows our waterfall scene this far. Scrub slider to watch a lot of small square face falling from the edge.
Now, you will texture this waterfall. There are two area need to be textured, one is the particle system itself and the other is the river (the plane in the middle). Let's start this Page 2 tutorial.
7. Continue your exercise. We will try to texture particle first. Select particle in viewport. Open Material Editor (press M in keyboard). Select one of empty material slot. Name this material "falling water". While particle still selected, click Assign Material to Selection button. This material will be applied to particle. Activate Show Map in Viewport button if you wish.
In Shader Basic Parameter, activate Face Map. This option will apply each particle with the same material. You must activate this option, or else you can't have nice water effect. Click color box right next to Diffuse. Change its color to pale blue (R=208, G=219, B=236). After that, click small button right next to Opacity. Material/Map Browser window will appear. Choose Gradient by clicking it twice. You will then go to Gradient Parameters rollout.
8. In Gradient Parameters rollout, change Gradient Type to Radial. Leave other settings as default. When finished, try to render Perspective viewport.
9. Next step, you will create another material for the river. First, select Plane and got to Modify Panel. Add UVW Modifier. Use Box as mapping type.
10. Open Material Editor again. Select an empty material slot. Name this material "flowing water". Apply this material to Plane and activate Show Map in Viewport if you wish. In Blinn Basic Parameters, click small button right next to Diffuse color box. Material/Map Browser window will appear. Choose Noise by double clicking it. You will be sent to Noise Parameters rollout.
11. In Noise Parameters rollout, select Noise Type=Fractal and change Color #1 to dark blue (R=82, G=109, B=163). After that, go to Coordinates rollout above, set Tiling in X axis to 3.
12. Click Go to Parent button once. Open rollout Maps. Click and drag Map# (Noise) button from Diffuse, and release it on Bump. Use Instance as duplication method. Now, you have a copy of the same material in Bump map. Don't forget to set Bump amount to 100.
13. Try render Perspective viewport. Image below shows textured waterfall. Not quite like a waterfall? Don't worry. We will fix that later in Page 3.
last installment of waterfall tutorial. What you will do here is just making couple of adjustment. You will add Space Warp to make particle spread wider in the bottom part of waterfall. Also you will make flowing animation for water in river. You will create this animation using simple technique, just by using animated texture.
14. Continue your exercise. First, you will modify shape of waterfall a little bit. In Command Panel, click Space Warp button in Create tab. Make sure Forces selected in drop-down list. Then, click Wind button. Click and drag in Front viewport to create Wind icon. Use any size and location for this icon.
15. Select Blizzard Particle System in viewport. After that, click Bind to Space Warp button located at top of your screen. Press H to open Select Space Warp window. Hightlight Wind01 to select this Space Warp and click Bind button. Now, Wind Space Warp will affect particle.
16. You may notice that Wind's effect is too strong. Select Wind icon, activate Modify panel. In Parameters rollout, reduce its Strength to 0.01. As result, Wind still affecting particle, but in a very reduced strength. Shape of waterfall will be altered, especially in the bottom part of waterwall. Look at Left viewport to see the effect.
17. In the next step, we will create flowing water animation in river area. Before you go further, make sure you activate Auto Key and change Default In/Out Tangents for New Keys to Linear. Look at image below for reference.
18. Open Material Editor by pressing M in keyboard. Select "flowing water" material. Open Maps rollout. Click on Map# (Noise) button to open another rollout. Move slider to frame 100. Then, in Coordinates rollout set Y Offset=500, and in Noise Parameters rollout set Phase=5. When finished, de-activate again Auto Key. Because the other Noise map is an instance, we only need to change once.
Y Offset is to simulate flowing water movement. We tell 3dsmax to move texture along Y axis. Meanwhile, Phase is used to add water ripple effect, to make water look dynamic.
19. You may wonder what Default In/Out Tangents for New Keys used for. We set Linear in order to make water animation looks linear, just like water flow in river. If we look at Curve Editor, linear animation is created just like image below.
20. Last step is to add motion blur to particle. Select particle in viewport. Right click and choose Properties. Object Properties window will be opened. Set Motion Blur to Image with Multiplier=5. Click OK. Try a test render. Image below shows before and after Motion Blur.
Our Waterfall tutorial is finished. You may want to render the animation as a movie. It's a very nice waterfall effect you have already created. Congratulations!

Creating Waterfall

by Ronel K. Pabico

creating waterfall

I want to share my work on how to create a Waterfall from 3ds Max Particle System. To start with, set units to meters, and renderer to default scanline renderer. You can download my raw model for the building from here. (3dmax 8 and above). Raw image should look like the image below.



Modeling the Accessories

To model the riverbed

Create a plain length = 20m, width 25m, segments = 8 x 8
Applied with Noise Modifier: scale=0, strength x=1.7, y=1.5, z=.25
Positioned it and levelled with the building bottom



To model the water surface


Create a plain length = 20m, width 16m, segments = 8 x 8
Applied with Ripple Modifier: amplitude 1=.06m, amplitude 2=.15m
Wave Length=1.0m, phase=.1, decay=.001
Positioned it about .5m below the ground floor of the building.



To model the main Rocks

Create a box, length=12m, width=2, height=8m segments 40 x 20 x20
Apply with Noise Modifier to make it rough and bumpy.
Then apply with turbosmooth modifier to smoothen the surface
Position the bottom just level with the riverbed.

Accessorized the scene with small rocks, same procedure with the main rocks but with a smaller scale. The raw scene model will now look like on the figure below



To model the water fall. From the Create Panel, select Geometry and choose Particle Systems. On object type choose PArray. Then drag anywhere on the screen to create a PArray Icon. Size of the icon doesn’t matter; as long as you can see then it would be fine. Or go to Tab Menu, choose Create then browsing down, choose Particles, there you can also find PArray




To model the water source. Go to Create Panel then Standard Primitives and on Object Type rollout choose box. On your top viewport, create a box about the width of the main rocks say length=8m, width=0.1, depth=0.2m. Positioned it on top of the main rock or where the waterfall is located. Named it as source box. See figure below



Linking the source box to the particles. Select PArray Icon, go to modify, under Basic Parameters go down on Object Base Emitter and press the box Pick Object then select the source box. Now click anywhere on the screen to turn off the selection



Now go to your perspective viewport and zoom a bit on the source box facing where the water will fall. Select the source box, right click and choose convert to poly. Then on modifying panel select polygon, then select the front of the source box. Turn off the selection, by clicking on the gray box aligned with the word - Editable Poly, this will just turn off the highlighted portion but still the selection is active.



Select again the PArray Icon, Go to modify and underneath the Particle Formation tick the box of Use Selected Sub-objects. This means that water will come out only on the face of the source box you selected.


Now make the four viewport viewable, zoom in to the source box and make some initial testing, move your time slider to 20 or 30 and see what happens. The particles emit at horizontal direction



Fine tuning the particles for initial settings, from the Viewport Display of PArray select Ticks, and for the Percentage of the Particles make 100%.

On the Particle Generation click on Use Rate=100, for the speed= .2 meter, variation 50, divergence 20

Speed -The velocity of the particle at birth, along the normal, in units travelled per frame.
Variation - Applies a percentage of variation to the speed of emission for each particle.
Divergence - Applies an angular degree of variation by which each particle's velocity can vary from the emitter normal.


On Particle Timing, emit start at 0, stop at 100, Display until 100. Life at 100 and variation at 25. On Particle size, put .06m, variation size about 10. This means that drops of water is about 60mm so it is viewable on my camera. See illustrated image for the initial settings.


Now adjust the time slider on about frame 40. As you can see in the image below, the Particles now have some development



Redirecting the Particles to fall downwards. For the meantime, drag the time slider back to frame 0, then maximized your top viewport. From the Create Panel, select space warp (wave symbol), then on Object Type select Forces, then Gravity or go to tab menu, select create - space warps-forces then gravity. Or go to Tab Panel and choose Create Menu, on the pull down menu items select SpaceWarps - Forces - then Gravity.





Drag anywhere from the screen to make a gravity icon. On top it’s a square icon with x on center and on elevation it’s a line with an arrow. The arrow indicates the direction of the force. Size and location doesn’t matter as long as you see it.



Click on Bind to Space Warp icon, then click on Gravity Icon (the mouse pointer will change into small box with wavy diagonal lines) and drag them it to the Particles Icon. The particles will be highlighted in a second which means the binding is okay. Then go to modify panel, on parameters, adjust strength = .04



Strength - Increasing Strength increases the effect of gravity; that is, how objects move in relation to the Gravity icon's direction arrow. Strength less than 0.0 create negative gravity, which repels particles moving in the same direction and attracts particles moving in the opposite direction. When Strength is set to 0.0, the Gravity space warp has no effect.

Decay - When Decay is set to 0.0, the Gravity space warp has the same strength throughout world space. Increasing the Decay value causes gravity strength to diminish as distance increases from the position of the gravity warp object. Default=0.0.



Now play on your time slider at frame 25 and see the flow of the particles. We now corrected the direction and orientation of the flow of the particles. But as you can see, it goes down directly down at the bottom, instead at the water surface. We will now correct this in the next step.



Move back the time slider to 0, right click gravity icon and select hide selection. Go to Create Panel, and select Space warps browse down the selection and select Deflectors and from the list click deflector. On top viewport drag on the location of the waterfalls, and assume the size of your water surface. Then on left or front view position it or aligned with water surface.




Make the top view active, go to main toolbar and select bind to space warp icon, then select deflector icon and wait until the icon change then drag it to the Particle Icon. Then go to modifying panel and on parameters and adjust the bounce. For this I make it .25, and variation to 40.



Bounce - Controls the speed at which particles bounce off the deflector. At a setting of 1.0, particles bounce off the deflector at the same speed they struck it. At 0.0, particles do not bounce at all. At values between 0.0 and 1.0, particles bounce off the deflector at a speed reduced from their initial speed. At values greater than 1.0, particles bounce off the deflector at a speed greater than their initial speed. Default=1.0.

Variation - The amount by which each particle can vary from the Bounce setting.

Now the setup is almost complete, play with your time slider and sees the reaction of the particles. Move the time slider to 35. See image below.




Applied the materials to the particles. Fine tune the particles. Position the time slider at frame 40. Click PArray Particles, go to modify and from Particle generation adjust Use rate to 600. Then right click on the Particles, activate object properties, and enable Motion Blur, select image then click ok.




Unhide and unfreeze all objects, click on camera, go to modify and activate Render Effect Pass with a total pass of 2. And finally press F10; go to Renderer, Object Motion Blur click apply. Frame duration to .5 samples to 10, duration subdivision to 10. Select source box, right click and choose object properties and uncheck Renderable.


Unrendered Scene



Day Scene Renderer



Comments and Critics are welcome.

Lighting & Setting up a Realistic Render with Vray and 3ds Max

by Alseso Web: www.aleso3d.com

lighting and setting

In this tutorial you will learn how to lighting and setting up a realistic render with Vray 2.0 and 3ds max 2011, also how to use ies lights, setting lighting with vray sun and vray sky and using vray physical camera, and see how you can set up your render.

To start i have used vray plane lights, vray sun & sky, photometric ies lights and vray camera, I used 3 plane lights for each window, all the lights have the same settings, you can see the settings in the right panel, this is how it looks from the top view

vray plane

Also I have used vray sun and sky, and this is the position for vray sun and the settings

vray sun

Now this it is time for the vray camera, and this is the settings of the vray camera.

vray camera

In the indoor lighting I used photometric ies lighting with vray, i did not used the vray ies because the standard photometric lights has more customizable settings/parameters, all the photometric lights have the same settings, this is an screenshot of all the ies lights in the scene and the settings.


ies lighting

If you want to download the ies file that i used in this scene click here

And this is how the ies looks like

ies

We are done with the lighting part here, let’s see the render settings, i usually use brute force, but in this time I was looking for some fast render times, and irradiance map + light cache is more faster than light cache + brute force, and this is the the render set up with vray

render settings

If you want to speed up the render time using this setting, go to the Settings tab, and in the Global Subdivision Multiplier change the 3 for 1. In photoshop i did a color correction, chromatic aberration and sharpen, nothing more. I hope that you have learned something and please if you have any question, just comment.

Some other renders from this project

interior 1

interior 2

interior 3

Getting started in max (tutorials)

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