By Pete Draper
Второе издание сборника туториалов Deconstructing the weather with 3ds Max.
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Extra resources for Deconstructing The Elements with 3ds Max - Second Edition
Expand the Advanced Effects rollout and set the Contrast t o 50. Turn off Auto Key and reposition the resulting keyframe(s) at frame 0 t o the frame at which the particles begin emitting (frame 4 in this scene). Instance this light four times and position the instances around the tip of the match as illustrated. Animate the position of the original lgnition Omni light so that it moves outwards from the particle emission frame t o frame 20. i. ~ 27 MATCH Information: These lights have an exceptionally high Multiplier setting due to the type of Decay that is being used.
Button and set the Flame geometry so i t does not . -receive illumination or shadows from this light. Set ..... the Decay Type t o Inverse Square, Start t o 1 and ....... , . enable Show. Enable Use and Show Far Attenuation ... . .. ,; I . I . --. . . . . '. -.. --~... ,-. - , . Expand the Advanced Effects rollout and set the Contrast t o 50. Turn off Auto Key and reposition the resulting keyframe(s) at frame 0 t o the frame at which the particles begin emitting (frame 4 in this scene).
Lllumlnat~onfrom the 'sky' We have even created a ring of l~ghtsto s~mulateupl~ghtlngfrom the ground Thls lllumlnat~oncreates an even, d~ffusedl~ghtlngeffect r *- ,I . --I . .. 50 FIRE PART SIX: Next we will create a material for the fire and smoke so they blend together over time, plus we will drop in extra lighting t o suggest illumination from the fire. Open the Material Editor and label a new material Oil Fire. Set the Shader t o Oren-NayarBlinn and enable Self-Illumination. Expand the Maps rollout and add a Particle Age map t o the Diffuse slot and label it Smoke Color.
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