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FX Experiment #008: Rain Effect using Wet Maps

Category : FX Experiments · No Comments · by Apr 25th, 2013

I haven’t posted anything in a long time here, because I have been very busy. But here’s another FX Experiment I’ve been fiddling with this week.

I first discovered Wet Maps when plying around with Glu3D a couple of years ago and I wanted to find out if you could create that natively in 3ds Max. As it turned out, you can!

I used 3ds Max’s Particle Flow, Mesher and Render To Texture to create the animated sequence of Wet Maps. I then blend between a dry and a wet material using the Blend Material with the Wet Map sequence as the mask. The wet material also has an additional animated Noise Map to give the illusion of water flowing along the surface. No plug-ins was required for this, it is all just standard 3ds Max tools. Max is awesome :)

I hope you liked it, cheers!

FX Experiment #005: Nuking a city

Category : FX Experiments · No Comments · by Nov 29th, 2009

I always wanted to nuke a city… you know, CG wise! :P So I did a quick test with Particle Flow and Box#2 (PhysX) to figure out a way one could go about achieving such an effect. Anyway, here is a  rough render with a simple city built out of lots and lots of boxes; 16,130 to be precise.

My viewport struggled to display all the boxes but PhysX had no problem calculating the physics for me, which was very nice. And I finally figured out how to use motion blur with Particle Flow, that’s been bugging me for quite some time until now.

Next step will be to build some houses and pre-fracture them and then use those instead of boxes, add some particles for dust and debris and of course a huge mushroom cloud…


FX Experiment #004: Fracture with Reactor

Category : FX Experiments · No Comments · by Sep 13th, 2009

I played around with Reactor for breaking stuff. I used ProCutter for the pre-fracturing and it is a really cool tool! I also tested the script Fracture Voronoi and it works very good, but keep the number of pieces down to avoid crashes. However using ProCutter allows for more detail on the new inside geometry, but it is a little more labour behind it. Here is my result, captured directly from the viewport of 3ds max 2010.

Here is the tutorial that got me started; Reactor: Exploding an object part 1. It shows how to use ProCutter and Fracture in Reactor. Have fun and go nuts! :)

Cheers mates!

FX Experiment #003: Maya Fluids Basics

Category : FX Experiments · No Comments · by Sep 5th, 2009

I had a go at fluids in Maya just to check it out. It was a lot of variables to play around with and I found it much more complicating then FumeFX for 3ds max.

I was impressed by the real-time preview in the viewport that was fairly accurate. And it was cool that you can have the simulation running while you alter the variables and see the changes immediately. However I’m guessing that this isn’t the case with heavier simulation, but still.

Here is the tutorial I used to get started It isn’t the best tutorial I’ve ever red, it got this “monkey see, monkey do” kind of approach. You are told to punch in different values in different fields without any explanation of what the numbers means, you kind of have to figure that part for your self. But still, it got me starting so have a go if you’d like.

Cheers mates!

FX Experiment #002: glu3D Basics

Category : FX Experiments · No Comments · by Aug 4th, 2009

After trying out FumeFX in my previous experiment, I got really curious about liquid simulation as well. So I had a go with glu3D by 3Daliens. glu3D is a fluid system but it is primarily used for simulating liquid substances; such as  water, oil, honey, cement and more.

Rather then using voxels, such is the case with FumeFX, glu3D uses particles to simulate the flow of the substance and then uses a special surface generating algorithm for generating a mesh surface around the particles. Kind of like Meta balls, or BlobMesh as it is called in 3ds max, but from what I’ve seen glu3D is more stable and less memory intensive. Now without further ado, here is my first glu3D result:

I think it looks really good considering how easy it was to set up. Maybe the liquid’s viscosity is a little to high, it looks somewhat like some sort of liquid rubber, especially towards the end of the simulation. Probably should dial down the thickness.

FX Experiment #001: FumeFX Basics

Category : FX Experiments · No Comments · by Aug 1st, 2009

I finally, finally, got around to try out FumeFX—and it was a lot of fun! :)

FumeFX is a third party plug-in for 3ds max that is a Fluid Simulation System. It allows you to create realistic fire, smoke and explosions. It is developed by Sitni Sati. Here is some information about the plug-in from the developers website:

FumeFX is a fluid dynamics engine designed for simulation and rendering of realistic fire, smoke, explosion and other gaseous phenomena.
It’s versatility, robustness and intuitive workflow makes it a perfect solution for the most demanding tasks in the computer graphics industry. Almost every aspect of simulation can be customized through 3ds max scripting, allowing user to interfere with simulation computation at the lowest level.

So I started out very simple and just got some fire and smoke working and then to interact with some objects. I also made a lot of notes about different variables and settings so that I don’t forget it. This is what I came up with:

It also gave me the opportunity to try out Fusion from eyeon for compositing. But I get back to that another time when I spent some more time with it.

Cheers! :)