Week_6
FIRE_Using the SuperSpray Particle System
1_From the create/ dropdown menu select particle system/ SuperSpray2_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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