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Replacing particles with items

From: LightWave 10 Essential Training

Video: Replacing particles with items

Particles are great for smoke and flames and water. They are also good for special effects like vortexes and things like that. Particles can also be used to create an animation of multiple items. Everybody would love to have a little more money in their pocket and if you can't do it in the real world, at least you can do it in the virtual world. So what we are going to do is add up a dynamic Particle down here under the Add category. We definitely want a HyperVoxel Emitter and we'll click OK. I am going to move this up into my scene, just like that, just kind of above that 0 axis, and we're going to make it maybe 200 frames like we have done before, and click the Play button.

Replacing particles with items

Particles are great for smoke and flames and water. They are also good for special effects like vortexes and things like that. Particles can also be used to create an animation of multiple items. Everybody would love to have a little more money in their pocket and if you can't do it in the real world, at least you can do it in the virtual world. So what we are going to do is add up a dynamic Particle down here under the Add category. We definitely want a HyperVoxel Emitter and we'll click OK. I am going to move this up into my scene, just like that, just kind of above that 0 axis, and we're going to make it maybe 200 frames like we have done before, and click the Play button.

And I want these particles to fall. So I am just going to put some negative Gravity on it, like -9, and that might be a little too fast, so we'll say -4. We'll cut that in half. And I'll come back to the Motion tab. Let's bring up Velocit about half that, and that's pretty good. And we'll change our Explosion to about 1.5 so it spreads a little bit. And then we've got this nice kind of tumbling array of particles that come out. I am going to go to the Windows dropdown and choose HyperVoxels and in HyperVoxels I am going to double- click the Emitter to activate it.

And while we can have a surface based HyperVoxel, let me put VPR on so you can see what we're doing. A surface base will give this nice kind of blobby effect. We can certainly increase the Particle Size. Change the Size Variation. You can have different blending modes so that they blend a little bit better together. Especially that's good for water and things like that. Put some Stretch on the Velocity of the direction of those, so that they stretch as they come out and make goo and things like that. But if we went to a Sprite mode, we have got Smoke and soft effects like this.

But there is something else you can do with a Sprite. If you go to the Shading tab, there is another tab that shows up called Clips and in here you can actually add a clip or an image. However, if I choose this, it will say no clip is currently available. So what that means is you have to come over to the Image Editor. So over here on the top left, it always lives right there, hit Image Editor. And we are going to load up from Chapter 9 folder, under the Images for the projects for this course, the Coin. And it's just a simple Canadian coin for our northern friends, and what we're going to do with this is apply it to each one of those particles.

So once that clip is loaded into LightWave through the Image Editor I can choose Add Clip and choose the coin. The Alpha channel, we are going to set to Luminosity, because the background is white so that white is going to disappear. And when I click into the layout, I can see all those coins now replace those particles. It kind of looks like something, but a little bit big. So all we've got to do is come back to our Basic tab, up to Geometry, and let's do Automatic Sizing, and then let's just shrink those down just a bit, and I certainly don't want any Stretch on these so we'll turn that off.

And look what happens. We put a Size Variation on from before and actually that still keeps when it comes to putting little images on here, and of course now that these are on here, as we run through the animation, those falling particles are now actually falling coins. You can show the particles in layout if you're going back to a shaded solid and you will see them in here like this, just in the regular default view. But one thing that's kind of neat to do is that if you come back to the Shading, and then you choose Clips, you can see there's AntiAliasing.

You can choose an Offset for Particle Age or just a Random Offset. Put a little bit of a Rotation on there if you like, just so it angles them. You can see them all angled in there. And lastly, back in the Basic tab you can say Orient Slices To Ray, and what that would allow you to do is, as you rotate, notice that those particles, those coins, are actually always kind of pointing to you. So it's a great way to make just sort of a nice revolving animation and you can see how the particles always stay pointed to wherever I'm looking.

So let's take the Camera View, I'll press 6 on my keyboard, and close out the panels, select the Camera, and we're going to move to Frame 0. Press T, which is Move from the Translate tab. I am going to push in, press the Y command for Rotate, and we're going to rotate up, and we're going to just enjoy this for a moment that money is being showered on us, even if it's only pennies. And as we come like this, now here is all this money kind of being thrown out and spewing down in front of us. Turn on VPR, you can actually see a quick preview render and there is all the animated coins falling down on top of us.

So particles can be used for smoke, they can be used for flames and water and special effects, but they can also be used for animating a huge array of more complex things such as falling coins. You can put clip maps of money on there, clip maps of bottles, boxes of tissue, television producers, whatever you like, you can put them on the particles and have them fall all over you in LightWave 3D.

Show transcript

This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5107 viewers

Dan Ablan
Author

 
Expand all | Collapse all
  1. 4m 22s
    1. Welcome
      49s
    2. Using the exercise files
      1m 30s
    3. Working with projects and setting the content directory
      2m 3s
  2. 46m 20s
    1. Understanding the LightWave 3D interfaces
      1m 50s
    2. Exploring the Hub
      1m 54s
    3. Understanding 3D space
      1m 13s
    4. Working in Modeler
      6m 49s
    5. Working in Layout
      4m 48s
    6. Selecting elements
      5m 31s
    7. Identifying the elements of a 3D model
      5m 26s
    8. Using the Numeric panel
      3m 10s
    9. Using layers
      8m 38s
    10. Using the Statistics panel
      2m 52s
    11. Working with menu and keyboard configurations
      4m 9s
  3. 22m 49s
    1. Working with geometric shapes
      4m 21s
    2. Using Extrude
      5m 11s
    3. Building with Bevel
      3m 47s
    4. Working with Polygon Bevel
      6m 4s
    5. Editing polygons
      3m 26s
  4. 34m 37s
    1. Understanding subdivisional surfaces in LightWave
      3m 20s
    2. Comparing Subpatch with Catmull-Clark subdivisions
      2m 18s
    3. Creating a basic model
      4m 27s
    4. Beveling with subdivisions
      3m 50s
    5. Adding detail to models
      6m 39s
    6. Deforming and shaping objects
      7m 13s
    7. Recapping subdivisions
      6m 50s
  5. 48m 42s
    1. Working with EPS files
      3m 24s
    2. Correcting EPS errors
      6m 13s
    3. Creating 3D text objects
      8m 1s
    4. Building objects with curves
      10m 6s
    5. Exploring Rail Clone methods and uses
      5m 13s
    6. Exploring Rail Extrude methods and uses
      2m 49s
    7. Modeling with Array
      4m 42s
    8. Using Symmetry
      8m 14s
  6. 56m 24s
    1. Understanding the Surface Editor
      10m 56s
    2. Comparing the Surface Editor and the Node Editor
      5m 12s
    3. Creating surfaces for polygons
      5m 11s
    4. Editing surfaces
      4m 39s
    5. Understanding the Texture Editor
      6m 22s
    6. Looking at image map textures
      4m 29s
    7. Using procedural texture options
      7m 40s
    8. Adding bump maps for realism
      4m 39s
    9. Enhancing surfaces with specularity and glossiness maps
      2m 43s
    10. Creating a reflective surface
      4m 33s
  7. 42m 2s
    1. Building 3D scenes
      1m 26s
    2. Importing, loading, and working with objects
      8m 29s
    3. Organizing a 3D scene
      8m 48s
    4. Working with different light types
      9m 25s
    5. Lighting a 3D scene
      6m 39s
    6. Employing environmental lighting
      7m 15s
  8. 22m 27s
    1. Understanding LightWave cameras
      8m 25s
    2. Setting up a camera in a scene
      7m 6s
    3. Placing multiple cameras
      3m 27s
    4. Animating cameras and camera elements
      3m 29s
  9. 38m 23s
    1. Understanding the Timeline
      3m 9s
    2. Adding and controlling keyframes
      6m 9s
    3. Fine-tuning keyframes in the Graph Editor
      8m 44s
    4. Using motion plug-ins to enhance keyframes
      5m 15s
    5. Animating textures
      7m 37s
    6. Enhancing scene animation with displacement maps
      7m 29s
  10. 36m 58s
    1. Introducing particles
      7m 29s
    2. Creating a particle animation
      7m 21s
    3. Working with Hypervoxels
      9m 6s
    4. Going a step beyond with particle animation
      8m 8s
    5. Replacing particles with items
      4m 54s
  11. 21m 58s
    1. Understanding dynamics in LightWave
      1m 27s
    2. Setting up a dynamic scene
      4m 21s
    3. Animating cloth
      2m 39s
    4. Building collisions
      6m 16s
    5. Creating a hard dynamic scene
      7m 15s
  12. 27m 30s
    1. Understanding bones
      3m 14s
    2. Understanding skelegons and when to use both skelegons and bones
      4m 4s
    3. Placing bones in an object
      6m 10s
    4. Fine-tuning bone placement and activating bones
      3m 51s
    5. Setting up Inverse Kinematics
      6m 37s
    6. Working with rigged characters
      3m 34s
  13. 21m 32s
    1. Understanding resolutions and rendering
      2m 21s
    2. Setting up a render project
      6m 50s
    3. Determining the proper anti-aliasing filter
      4m 24s
    4. Rendering to movie files vs. image sequences
      7m 57s
  14. 4m 8s
    1. Exporting an object
      2m 13s
    2. Exporting a full scene for backup
      1m 55s
  15. 1m 0s
    1. Final thoughts
      1m 0s

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