Buddha Dispersion using Krakatoa – ADDHello guys I am Vikas Nagolkar and I am bringing you another exiting tutorial on a very famous and common topic “Dispersion“. Yet this you can call as famous and common, it is still being used in Films, Game Cinematic and Television commercials. But their execution of dispersion may differ. We can carry out many kinds of dispersion either by Geometry, Shaded techniques, Compositing, Lighting and mainly through particles and dynamics. Here we are going to use a plug- in for 3. DS Max called “Krakatoa“developed first as in- house Volumentric Particle Render Engine by Frantic Film, a sister company of Prime Focus. Well there are other add- on from the same company like “Flood, Flood Spray, Flood Surf, Deadline” for 3.
![]() DS Max and “Awake” for Digital Fusion. Now , let see what Krakatoa can do…Krakatoa is a Volumentric particle render engine. I cant install krakatoa on max 2012. After installing the plugin go to start> All Programs> Thinkbox> Krakatoa 1.6> and click Add Krakatoa to 3ds Max. It acts as an Particle Optimizer and manipulator for massive amount of particles reacting in CG. It can drastically drop the rendering time for calculating huge amount of particles in scene. Now when we say that it drops rendering time , it does not mean that we crank up our particle high. Every CG apps has their own limitations. Proceeding these limitation may hang up or crash our software or plug- in. Visual Effects is one of the most largest sector of this industry. Basically there are two types of sector …first is CG and second is VFX. Both of these has to work hand in hand. Here you cannot deny either of them. In our especially 3. D software’s and here considering 3. DS Max we have type of FX section …Particle Flow Source (PFS)Fume FXAfterburn. Pyroclusture. Particle Tool Box (1 , 2 , 3 , Pro , Freebies)Volume Breaker. Thinking Particles. Pull Down It. Ray Fire. Glu- 3. DHoudini Ocean Tool kit. Pheonix FDWell these are few of those systems in which you in add in 3. DS Max. Bu there is something which you all should know…about these above plug- in. Particle Flow Source (PFS): - Particle Tool Source was added in 3ds max since 3. DS Max 6. 0 version. This excellent tool made 3. DS Max venerable and 3. DSMax stood our different from all other CGI application since then. Before PFS, 3. DS Max was working over “Spray, Snow, Blizzard, PArray, PCloud, Super Spray“. In this system creating cinematic FX was rather difficult until PFS was introduced in software. Lots and lots of Max- scripting was used to overcome their deadline and create complex FX. But when PFS was introduced it saved lots of time- cost. Particle Flow is a versatile, powerful particle system for 3ds Max. It is an Event Driven Particle System…purely node based system. While the rest of particles are legacy particles which is not based upon node system. There are many different types of explanations between event and non- event based particle system. And the very important thing of PFS is that, it records and keep data in its memory by “Caching” the entire time- segment. As I said earlier every CG system has its limitations so even PFS has its own limitation. PFS wont cache out our scene if it runs out of memory. Caching memory depends upon the total amount particles interacting in our scene and objects (animated/non- animated) and particle limit amount. Fume FX (FFX): - Fume FX is one of the most powerful tool for simulating smoke, explosion FX. FFX works with and without PFS. Fume FX is breadth taking and powerful gaseous liquid simulation engine designed especially for Visual Effects artist. The key to the Fume. FX difference is that it combines your specific aesthetic vision with real- world physics. Fume FX fire and smoke behave according to the laws of fluid dynamics and react to relevant physical forces, such as temperature and gravity. This means you can produce realistic voxel- based simulations with greater speed and ease than ever before. Furthermore, the combination of a dynamic feature set, intuitive user interface, and open architecture offer the performance and flexibility to enhance virtually any pipeline. Even Fume FX can take legacy particle system for simulation too. Its one of the best tool that should reside in your FX tool kit every day. Fume FX has been heavily used in many TV Commercials, Game Cinematic and Films. I’ll highly recommend everyone to try this engine. Afterburn (AFB) : - After. Burn is an advanced volumetric particle effects engine plug- in that works exclusively with Autodesk Media & Entertainment’s 3ds Max program, and gives you the ability to create realistic smoke, clouds, explosions and other organic fiery and gaseous effects. After. Burn is designed to work in concert with the integrated 3ds Max particle systems to augment their effects, and, in many cases, to create visual effects that you could not achieve easily using the 3ds Max program’s native tools. After. Burn makes it possible for you to create convincing exhaust trails from rockets and missiles, fiery explosions that rival the real thing, swirling tornados that can rip buildings to shreds, gooey lava flows and much more. Reating Medical FX and Detailed Nebula can be done very effectively here. No particle , no Afterburn Effect. Glu- 3. D : - Glu- 3. D uses CFD (Computational Fluid Dynamics ) method called as SPH ( Smoothed Particle Hydrodynamics ), to calculate interparticle calculations. Glu. 3D is designed to work tightly integrated inside the 3ds max™ standard interface. Glu. 3D uses particles to simulate the fluid behavior, and a multi- resolution polygonal surface is also generated to display the fluid surface. Its main features are listed below…Particle based dynamic engine that automatically animates liquids that interact with surrounding geometry. Triangle mesh surface sequence is generated to visualize liquid surface. Fully integrated in 3dsmax environment in order to simplify production workflow. File cache system to store pre- calculated dynamics results. Object instances at every particle position. A Surface Mesh generator for any kind of particle system (not only glu. D). Motion blur. Wet maps. Texture mapping. Arbitrary planar shapes as sources. Fill objects function to speed up scene initial condition setup. Friendly customizable UI full of shortcuts, menus and toolbar buttons. Integration with Particle Flow. Special Space Warps to accomplish specific effects like fluid logos and path constraints. Rem Infografica: - It is a Spanish company that develops well known plug- ins like…Meta Ryes. Cloth Ryes. NPR (Non- Photorealistic Rendering)…Pheonix FD (FD=Fluid Dynamics) : - Phoenix FD is a fluid dynamics simulator that is intended to create a wide range of effects related to burning, explosions, smokes etc. The working process in Phoenix can be divided in two main parts: simulation and rendering. The result of the simulation is sequence of files, containing per- cell quantities called “channels” (temperature, velocity etc.) and these files are used afterwards in the rendering. The simulation is done in background mode and the UI of the 3ds max remains active. You can change the parameters (except few initial core parameters) during the simulation and see how this affects it. The rendering is also enabled and the user is not obligated to wait the end of simulation to see a single frame. Ray Fire (RF) : - Ray Fire is again another powerful plug- in designed and developed by Mir Vadim for 3. DS Max from destruction point of view. This plug- in should be in your effect kit bag where ever you go. It totally deals with legacy particle system, yet PF Source system is not integrated with this tool kit. Ray. Fire is now very well integrated within 3. DS Max. Just like Blast Code for Maya, functionality of Ray. Fire is same. Houdini Tool Kit for Max (Hot. Max) : - Hot. 4Max is a simple dll file developed by Guillaume Plourde and Christian Schnellhammer for 3. DS Max. Apply the Houdini Ocean modifier to any mesh object. For best result use a plane object with over 1.
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