Sunday 3 November 2013

Week_6

FIRE_Using the SuperSpray Particle System

1_From the create/ dropdown menu select particle  system/ SuperSpray
 

2_Draw out in the topview an icon about equal to  the whole grid(check it in the perspective  view). Centre it on x/y/z via the spinners in  the bottom status ribbon.
 

3_As with the other particle effects covered go now to the parameters of the spray - its  basically the same ones.
4_ Spread=15
In viewport display=mesh and percentage of  particles=100%
5_In Particle Generation
Use total=200 try 100 and 300
Set, Speed=0.2, 0.4 or 0.6

In Particle timing
Set Emit Start=-100, Emit Stop=500 and at  present leave the size and variation as shown.  In particle size set 'to Fade' For=30
 

6_In Particle Type
Set standard particle=Facing zoom right in with  a low POV to catch the emission of the facing  particles. It should look as below.Alter various  parameters to examine the effect. 



 7_In Particle Rotation and Collision
Set: Spin Time=1
Variation=0.5 gives a bit of difference on each  emission.
Phase=180
Variation=1 give 1 point difference in the way  the spins are over 180%
Set a materials to the particles. As with last  weeks example this is usually done with a  combination of Noise and Gradient mapping.
Open Material Editor, compact version is  sufficient.With the Spray selected apply the 1st  sample slot material and show in viewport.  Squares turn gray.
 

8_Click the box next to diffuse and select a  noise bitmap and you dropdown to the noise  parameter dialogue and the 1st sample shows the  two colours, black being transparent and white is  opaque.
 

9_Click the black swatch and set red=255,  Green=234, blue=0 with hue=39. That should be a  yellow. Click OK


 

10_Click the white swatch and set red=255,  Green=60, blue=0 with hue=10. That should be a  reddish-yellow. Click OK





The particles should be showing the colours.

Now, as with the 'PArray' and the 'PFsource'  blur the edges via a gradient map.

11_ In the basic parameters click the face map  box. Apply a gradient map in the button to the  right of the opacity and in the gradient  parameter section choose radial. Play the  animation and edge of the radial should be  transparent. On the edges it dies off - that's  the black in the 3 colours within the gradient  parameters. The gray is about the medium colour  and the white is the brightest point of a  particles life. drop the col2 to black.

12_add some noise in the gradient parameter.  Noise=0.7 and alter the size to suit, size=3 or  4 or5 



13_Alter noise threshold: low=0.5 high=0.5 this  will mean the two colours won't blend much.   With animation running alter various parameters  in the gradient parameter dialogue. Whilst  running alter the size in Particle Size in the  modifier panel. size=3 or5. check the flame.size  in the gradient parameter perhaps drop down.  Change various parameters until you get the  required effect.

Apply a lens glow as we did with the PArray.
first apply a material ID in the material  editor

14_With the smoke sample highlighted. Click the  button 8th along from the left in the Material  Editor. Its the material ID button assign  channel_1 ID to the smoke

15_Apply a lens effect via  Render/Environment/Effects
Click the add button and tick the interactive  box. In the Lens effect parameter select glow  and the > button to activate it


 


 16_With the glow installed examine below and the  two dialogues are
a_Lens Effects Global
b_Glow Elements
Open b_ and click the Options tab and set the  material ID=1, click.



17_In the a_ dialogue vary different settings in  the parameters tab.
Size= 10, Intensity=15

18_In the b_ dialogue vary the different settings  in the parameters tab
First
alter the radial colour to some form of  orange/yellow
Size=30
Intensity=40
Occlusion=30
Each time the render window should show the  effect of the change made.

19_Test  a rendered range say 0-30frames and  save out as smoketest, PNG, 24bit, non alpha  sequential files.
Examine the range via Rendering/RAM player and  playback and it should show a reasonable first attempt  at Flames.

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