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大家好! 在本教程中,我們將介紹如何使用3ds Max的FumeFX來制作一個(gè)可用于蠟燭,火柴,香煙,香火等的薄白煙效果。 首先,我將介紹薄煙的想法,你可能在你的日常生活中見過很多次。
Hello everyone! In this tutorial we are going to take a look at how you can use FumeFX for 3ds Max to make a thin white smoke effect which could be used for candles, matchsticks, cigarettes, incense, and so on. To start, I will introduce the idea of thin smoke, which you may have seen many times in your daily life.
There are number of software packages and plugins with which you can create fire and smoke effects, such as FumeFX and Phoenix FD for 3ds Max and Maya, Houdini, Cinema 4D, but many big VFX and animation studios use FumeFX in their pipeline as it's well-established, trustworthy and most importantly user-friendly.
有許多軟件包和插件,可以創(chuàng)建火和煙的效果,如FumeFX和鳳凰FD為3ds Max和Maya,Houdini,Cinema 4D,但許多大VFX和動(dòng)畫工作室使用FumeFX在他們的管道,因?yàn)樗芎?建立,值得信賴,最重要的是用戶友好。
There are different techniques you can use to make this effect in FumeFX, such as Simple Source, Object Source and Particle Source, but we are going to use Object Source.
有一些不同的技術(shù)可以用來在FumeFX中產(chǎn)生這種效果,例如Simple Source,Object Source和Particle Source,但是我們要使用Object Source。
Before you start working on this kind of effect, it helps to have good knowledge of smoke properties, such as Turbulence, Velocity and Buoyancy. There are different types of smoke, from thin smoke for incense and cigarettes, to thick oil smoke or explosion smoke, and each one has different properties.
在開始處理這種效果之前,它有助于了解煙霧屬性,例如湍流,速度和浮力。 有不同類型的煙,從薄香煙和香煙,到厚油煙或爆炸煙,每個(gè)都有不同的性質(zhì)。
I can't teach you each and every parameter of this plugin and software, as they're very vast and need a lot of time to go through, but this particular tutorial will cover as much as required to create this thin smoke effect. This is a very interesting subject, because you can't define one certain process to create this effect. As much as you will use your creativity and tools, you will find different types of effects every time. So it very much depends on your own understanding of using the different tools and techniques.
我不能教你這個(gè)插件和軟件的每個(gè)參數(shù),因?yàn)樗鼈兎浅}嫶螅枰芏鄷r(shí)間,但這個(gè)特定的教程將涵蓋創(chuàng)建這種薄煙霧效果所需的多少。 這是一個(gè)非常有趣的話題,因?yàn)槟悴荒芏x一個(gè)特定的過程來創(chuàng)建這個(gè)效果。 盡可能使用你的創(chuàng)造力和工具,你會(huì)發(fā)現(xiàn)不同類型的效果。 所以這很大程度上取決于你自己對(duì)使用不同工具和技術(shù)的理解。
Open 3ds Max. Before we start working on our scene, remember that we are going to use the Object Source technique in FumeFX. This means we are going to use an object to emit smoke, so for that purpose we'll start by creating an object (in this case, a GeoSphere).
Go to the Create panel and select Geometry > Standard Primitives > GeoSphere. Now change the Radius to 2 and Segments to 2, and set the Position to X: 00, Y: 00 and Z: 5.75. Then convert this GeoSphere into an Editable Poly and modify it as shown in the image.
打開3ds Max。 在我們開始工作之前,請(qǐng)記住我們將在FumeFX中使用對(duì)象源技術(shù)。 這意味著我們將使用一個(gè)對(duì)象來發(fā)射煙霧,所以為了這個(gè)目的,我們首先創(chuàng)建一個(gè)對(duì)象(在這種情況下,GeoSphere)。
轉(zhuǎn)到創(chuàng)建面板,選擇幾何>標(biāo)準(zhǔn)基元> GeoSphere。 現(xiàn)在將“半徑”更改為2,將“段”更改為2,并將“位置”設(shè)置為X:00,Y:00和Z:5.75。 然后將此GeoSphere轉(zhuǎn)換為可編輯多邊形并修改它,如圖所示。
After finishing the modeling of our object, it's time to proceed to the FumeFX plugin. So first of all we will create the FumeFX Object Source where we will add our Object. To create a FumeFX Object Source, go to Create Panel > Helpers > FumeFX > Object Src. Click on this button and drag it into the viewport. Now go to the Modify panel to make some changes in the Parameters. Change the Object Src Type to Solid. Set the Temperature: 600.0, Smoke: 20.0 and keep the other parameters as they are.
在完成我們的對(duì)象的建模后,是時(shí)候進(jìn)入FumeFX插件。 所以首先我們將創(chuàng)建FumeFX對(duì)象源,我們將添加我們的對(duì)象。 要?jiǎng)?chuàng)建FumeFX對(duì)象源,請(qǐng)轉(zhuǎn)到創(chuàng)建面板>幫助程序> FumeFX>對(duì)象Src。 單擊此按鈕并將其拖動(dòng)到視口中。 現(xiàn)在轉(zhuǎn)到“修改”面板,對(duì)參數(shù)進(jìn)行一些更改。 將對(duì)象類型更改為實(shí)體。 設(shè)置溫度:600.0,煙霧:20.0,并保持其他參數(shù)。
We are going to use FumeFX here, as it's very simple, but still has many options and parameters. We'll cover as much as is required for this particular tutorial.
So let's start with the FumeFX Container. Go to the Create panel and select Geometry > FumeFX > FumeFX. Click on the FumeFX button and drag it into the viewport, then go to the Modify panel and set the Size and Spacing as follows. Width: 200, Length: 200, Height: 300 and Spacing: 0.75.
Now set the Position of FumeFX to the following: X: 00, Y: 00, Z: 00.
我們將在這里使用FumeFX,因?yàn)樗芎?jiǎn)單,但仍然有很多選項(xiàng)和參數(shù)。 我們將覆蓋這個(gè)特定教程所需的。
所以讓我們從FumeFX容器開始。 轉(zhuǎn)到創(chuàng)建面板,選擇幾何> FumeFX> FumeFX。 單擊FumeFX按鈕并將其拖動(dòng)到視口中,然后轉(zhuǎn)到“修改”面板,并按如下所示設(shè)置大小和間距。 寬度:200,長(zhǎng)度:200,高度:300和間距:0.75。
現(xiàn)在將FumeFX的位置設(shè)置為以下:X:00,Y:00,Z:00。
After setting up the FumeFX Container, it's time to modify the parameters. So select the Container and go to the Modify panel. Now click on the 'Open FumeFX' UI button and a new window will appear. As you can see, there are six sections in this FumeFX interface and we will modify them one by one. So let's start with the Obj/Src section. In this section you just have to add the FumeFX Object Source which we generated earlier. So go to the Obj/Src section and click on the Pick Object button, then select the FumeFX Object Source.
設(shè)置FumeFX容器后,即可修改參數(shù)。 因此,選擇容器并轉(zhuǎn)到“修改”面板。 現(xiàn)在點(diǎn)擊“打開FumeFX”UI按鈕,將出現(xiàn)一個(gè)新窗口。 如你所見,在這個(gè)FumeFX接口中有六個(gè)部分,我們將逐一修改它們。 所以讓我們從Obj / Src部分開始。 在這一節(jié)中,你只需要添加我們之前生成的FumeFX對(duì)象源。 因此,轉(zhuǎn)到Obj / Src部分并單擊選擇對(duì)象按鈕,然后選擇FumeFX對(duì)象源。
After finishing the setup of the Obj/Src section, let's set up the General Parameters section. We have already the set General Parameters to Spacing: 0.75, Width: 200, Length: 200 and Height: 300. Now we'll move ahead to the Output Range, set the Start Frame: 0, End Frame: 400, then go to Paths, where we set the FXD Files (Cache Files) path. So click on the button which is next to the Default Path and set the path as per your Folder Structure. Now move ahead to Playback Range & set the Play From: 0 & Play To: 400. So these are simple modifications in General Section.
完成Obj / Src部分的設(shè)置后,讓我們?cè)O(shè)置常規(guī)參數(shù)部分。 我們已經(jīng)設(shè)置了間距的常規(guī)參數(shù):0.75,寬度:200,長(zhǎng)度:200和高度:300.現(xiàn)在我們繼續(xù)前進(jìn)到輸出范圍,設(shè)置開始幀:0,結(jié)束幀:400,然后轉(zhuǎn)到 路徑,我們?cè)谄渲性O(shè)置FXD文件(緩存文件)路徑。 因此,單擊默認(rèn)路徑旁邊的按鈕,并根據(jù)您的文件夾結(jié)構(gòu)設(shè)置路徑。 現(xiàn)在前進(jìn)到播放范圍并設(shè)置播放從:0和播放到:400.所以這些是簡(jiǎn)單的修改在一般部分。
After finishing the setup of General Parameters, let's modify the Simulation section. Go to the Simulation tab and apply the following settings:
- Time Scale to 1.5 to increase the overall speed of scene
- Gravity to 2.5
- Vorticity to 0.0 to reduce the internal motion in the smoke
- X Turbulence to 0.1
Now go to Turbulence Noise and set the Scale to 60.0, Frames to 10.0 and Details to 1.0. Go to Fuel and turn it off, because we don't need fuel or fire to emit smoke; this way we can reduce the simulation time. Then go to Smoke and set 'Dissipation Min. Dens.' to 0.1 and Dissipation Strength to 1.0 to dissipate the smoke fast. Keep the other parameters as they are and hit the Simulation button. It will take around 2-3 hours to finish.
完成一般參數(shù)設(shè)置后,讓我們修改模擬部分。 轉(zhuǎn)到“模擬”選項(xiàng)卡并應(yīng)用以下設(shè)置:
- 時(shí)間縮放到1.5以提高場(chǎng)景的整體速度
- 重力2.5
- 渦度為0.0以減少煙霧中的內(nèi)部運(yùn)動(dòng)
- X湍流到0.1
現(xiàn)在去湍流噪聲,并設(shè)置縮放為60.0,幀為10.0和細(xì)節(jié)為1.0。 去燃料,把它關(guān)閉,因?yàn)槲覀儾恍枰剂匣蚧鹧媾欧艧熿F; 這樣我們可以減少模擬時(shí)間。 然后去抽煙并設(shè)置'Dissipation Min。 Dens。 到0.1,散逸強(qiáng)度為1.0,以快速消散煙霧。 保持其他參數(shù),并按下模擬按鈕。 這將需要約2-3小時(shí)完成。
After finishing the simulation, just make sure that everything is as per your requirements. Now let's make some simple modifications, starting with setting the color of the smoke. Go to the Rendering section and then Smoke parameters. Set the smoke color to gray, then turn on the Cast Shadows and Receive Shadows options, so we'll see the smoke's shadow when we add light.
完成模擬后,只要確保一切都符合您的要求。 現(xiàn)在讓我們做一些簡(jiǎn)單的修改,從設(shè)置煙的顏色開始。 轉(zhuǎn)到渲染部分,然后抽煙參數(shù)。 將煙的顏色設(shè)置為灰色,然后打開投射陰影和接收陰影選項(xiàng),因此當(dāng)我們添加光時(shí),我們將看到煙的陰影。
After finishing the Color settings, it's time to add light to the scene. Go to the Create panel and select Lights > Standard > Target Spot. Click on Target Spot light and create in viewport. Now set the light position to X: -800, Y: -400, Z: 720. Set its Target Position to X: 0.0, Y: 0.0, Z: 80.0. Now select the light, go to the Modify Panel, turn on the shadow and set it to Ray Traced Shadows. Then go to the Shadow Parameters and turn on the Atmosphere Shadows. When you're done with these settings, return to the FumeFX Container, then go to the Illumination section, and add this light into the Lights section by clicking the 'Pick light' button.
完成顏色設(shè)置后,是時(shí)候給場(chǎng)景添加光。 轉(zhuǎn)到創(chuàng)建面板,然后選擇燈光>標(biāo)準(zhǔn)>目標(biāo)點(diǎn)。 單擊目標(biāo)聚光燈并在視口中創(chuàng)建。 現(xiàn)在將光源位置設(shè)置為X:-800,Y:-400,Z:720.將其目標(biāo)位置設(shè)置為X:0.0,Y:0.0,Z:80.0。 現(xiàn)在選擇光,進(jìn)入修改面板,打開陰影并將其設(shè)置為光線跟蹤陰影。 然后轉(zhuǎn)到陰影參數(shù),打開大氣陰影。 完成這些設(shè)置后,返回FumeFX容器,然后轉(zhuǎn)到照明部分,并通過單擊“選擇光源”按鈕將此光添加到“燈光”部分。
After finishing the light setup, now it's time for rendering. Go to Render Setup, set an Output Range, Output Resolution and Output Path, then hit the Render button. It will take around two hours to finish the rendering.
Afterwards, you can import all the renders into After Effects, or any compositing software which is convenient for you, and make some changes in the color or brightness of the image, then render out the final output. And now you will have some thin smoke!
完成光設(shè)置后,現(xiàn)在是渲染的時(shí)間。 轉(zhuǎn)到渲染設(shè)置,設(shè)置輸出范圍,輸出分辨率和輸出路徑,然后點(diǎn)擊渲染按鈕。 完成渲染大約需要兩個(gè)小時(shí)。
之后,您可以將所有渲染導(dǎo)入After Effects或任何合適的合成軟件,為您方便,并對(duì)圖像的顏色或亮度進(jìn)行一些更改,然后渲染出最終的輸出。 現(xiàn)在你會(huì)有一些薄煙!
最終煙霧效果的渲染設(shè)置
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