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Creating more realistic-looking smoke

From: Particle Effects in 3ds Max

Video: Creating more realistic-looking smoke

With the movement of our particles now looking pretty good, we can now start concentrating on creating a more realistic look to the actual smoke. To do that, I'll be using a carryover file from our last video named Project Smoke04. Being that it will be a material that on large part be creating our effect. I think we'll best be served by changing our Particle Type to Facing. Let's go ahead and do that. We'll select our Super Spray particle system, then head over to the controls on the right. We'll then go into the Particle Type tab, then changing our Standard Type Particle to Facing.

Creating more realistic-looking smoke

With the movement of our particles now looking pretty good, we can now start concentrating on creating a more realistic look to the actual smoke. To do that, I'll be using a carryover file from our last video named Project Smoke04. Being that it will be a material that on large part be creating our effect. I think we'll best be served by changing our Particle Type to Facing. Let's go ahead and do that. We'll select our Super Spray particle system, then head over to the controls on the right. We'll then go into the Particle Type tab, then changing our Standard Type Particle to Facing.

Let's go ahead and render frame 100 and we'll see the difference that's made. We can now focus on building a believable material. Let's close the render, then open up the Material Editor. With the Super Spray in our scene selected, let's go ahead and assign one of the clean sample spheres. Now, once we've done that, let's go ahead and name our material Smoke. For the Diffuse Color, we'll open up the color swatch, changing it to bright white. Now, we're not going to want any shine on this, so we'll leave the Specular Level setting at 0. We're going to want each particle to display the same pattern, so we'll turn on Face Map.

You can find that above and directly to the right of the color swatches. Now to ensure that we effectively feather the edges of our particles so we get a nice blending of the smoke into its background, we'll add a Gradient map into the material's Opacity channel. We can get up on that branch by simply clicking on the map shortcut button directly on the right of the name Opacity. From the Browser we'll then choose Gradient. Now with like most times when using the Gradient for a feathering effect, we'll change the type of Gradient to Radial. We can find that setting under the three color swatches down below. Let's now change our sample sphere over to a cube.

Let's give it a quick render, so we can see how we're coming. Now just that alone is created a better looking effect, but we're still going to want to lighten or soften the look of our smoke. To do that, we'll close the render, then in the Material Editor click Go To Parent once. Under the Basic Parameter setting, we'll take the overall Opacity down to 0. Now, you can do that by simply right- clicking on either of the Opacity spinners. We'll then open up the map section down below and change the Gradient Opacity to a value of 5. Let's go ahead and render frame 100 again. So that indeed did a nice job of softening the look of our smoke.

Let's render frame 130 and we'll see how things look there. Now with the window being open and the wind grabbing our particles you can see how the emission is now being kicked a little more toward the left. Let's take a look at rendering frame 150. With the wind continuing to affect our particles, you can see how now things continue to drift toward the left. Now, if needed, we could continue to experiment with the Opacity settings if our smoke looks either too dense or not dense enough. Let's move the Gradients Opacity up to 20, and we'll see the difference that makes.

Now with that, things look probably a little bit too dense. Why don't we try a Gradient Opacity with a value of 2? Setting that number in place we'll render again. Here, the density of the smoke maybe just a tad too thin. So I think our Gradient Opacity set to 5 does a pretty good job. Let's take that back, then render one last time. So that's pretty much it. Now for the full-length movie, you've got a little render time ahead of you. But once you let things cook, you'll end up with something that looks like this. You can find the video clip in the chapter folder under the name Project Smoke. I will save the completed scene file out as Project Smoke Completed if you'd like to go in and look it over.

Show transcript

This video is part of

Image for Particle Effects in 3ds Max
Particle Effects in 3ds Max

80 video lessons · 6369 viewers

Steve Nelle
Author

 
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  1. 3m 28s
    1. Welcome
      1m 1s
    2. How to use this course
      1m 4s
    3. Using the exercise files
      1m 23s
  2. 34m 56s
    1. Understanding particle systems
      2m 23s
    2. Comparing event-driven and non-event-driven systems
      2m 58s
    3. Controlling particle timing and quantity
      4m 42s
    4. Adjusting particle size and speed
      2m 55s
    5. Making particles rotate
      2m 36s
    6. Exploring standard particle types
      2m 45s
    7. Using metaparticles for fluid-type effects
      5m 57s
    8. Using a scene object as a particle
      6m 23s
    9. Understanding rendering and viewport redrawing
      4m 17s
  3. 43m 55s
    1. Spray
      6m 4s
    2. Snow
      5m 16s
    3. Blizzard
      3m 25s
    4. PArray
      12m 43s
    5. PCloud
      7m 30s
    6. Super Spray
      8m 57s
  4. 28m 32s
    1. Understanding particle flow
      1m 58s
    2. Navigating the Particle view
      5m 47s
    3. Working with operators
      3m 43s
    4. Adding a test to an event
      4m 11s
    5. Wiring events to change a particle's behavior
      6m 13s
    6. Adjusting particle flow settings
      6m 40s
  5. 40m 34s
    1. Understanding material
      4m 50s
    2. Setting map options and particle edge blending
      5m 53s
    3. Changing particle appearance with age maps
      10m 52s
    4. Blurring moving particles with the MBlur map
      6m 13s
    5. Blurring particles
      8m 16s
    6. Outputting a render for compositing
      4m 30s
  6. 58m 59s
    1. Understanding space warps
      2m 59s
    2. Using Bind to Space Warp
      5m 43s
    3. Adding Gravity to an effect
      4m 47s
    4. Adding Wind to an effect
      4m 24s
    5. Rotating particles with Motor space warp
      4m 43s
    6. Creating swirling effects with Vortex space warp
      3m 45s
    7. Blowing things up with Bomb space warp
      4m 15s
    8. Blowing things up with PBomb space warp
      4m 42s
    9. Making particles follow a path
      4m 3s
    10. Creating wave effects
      4m 0s
    11. Creating ripples
      3m 53s
    12. Deflecting particles off surfaces
      8m 4s
    13. Spawning particles
      3m 41s
  7. 15m 38s
    1. Creating a Super Spray particle system for the smoke
      2m 52s
    2. Adding wind
      3m 9s
    3. Dampening the particle movement
      3m 25s
    4. Adjusting the wind settings for realistic smoke movement
      2m 56s
    5. Creating more realistic-looking smoke
      3m 16s
  8. 22m 7s
    1. Creating the geometry and camera
      4m 39s
    2. Adding the background
      3m 52s
    3. Creating water movement
      6m 7s
    4. Creating the animated material for the water
      7m 29s
  9. 25m 38s
    1. Creating Super Spray water particles
      9m 26s
    2. Adding gravity
      2m 24s
    3. Creating the fountain water material
      5m 30s
    4. Constructing the particle water material
      3m 1s
    5. Making final adjustments
      5m 17s
  10. 24m 43s
    1. Creating the geometry
      3m 41s
    2. Adding the mudslide particle system
      5m 46s
    3. Binding a Gravity space warp to the particles
      2m 41s
    4. Adding the Deflector space warp
      4m 7s
    5. Creating the materials for the scene
      3m 3s
    6. Making final adjustments
      5m 25s
  11. 21m 52s
    1. Scoping out the project
      59s
    2. Creating the explosive devices
      3m 11s
    3. Adjusting the explosion settings
      4m 3s
    4. Setting up the shack's visibility track
      3m 22s
    5. Creating the fire effect
      3m 27s
    6. Adding a bright explosion glow and wrapping things up
      6m 50s
  12. 32m 4s
    1. Scoping out the project
      1m 6s
    2. Creating and positioning the particle flow system
      2m 9s
    3. Reviewing the PFlow events
      2m 26s
    4. Building the water drop geometry
      2m 37s
    5. Creating the water drop material
      4m 6s
    6. Adjusting the PFlow settings
      4m 38s
    7. Adding the Collision Spawn Test and deflector
      4m 18s
    8. Turning the drops into steam
      2m 46s
    9. Creating the steam material
      3m 49s
    10. Making the final adjustments
      4m 9s
  13. 47s
    1. Goodbye
      47s

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