Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Afterburn: Advanced Explosions
Added on: Mon Jul 09 2001
Page: 2 3 4 5 6 7 8 9 10 

Most of the time in the movies you will see hero FX shots containing firey explosions that are stock footage, rather than CG. Whereas every other element in that shot may be CG.
The reason for this is explosions are particularly hard to recpliate in 3D due to their organic and chaotic nature. They are not a solid surface so you cannot model them, they act extremely chaotic and react to everything and unlike clouds they are not a puffy soft surface that doesn't move plus they have a very distinct 'style' that is required to be conceived as an actual explosion.

So most scenarios in film, fire is shot seperately and composited in and it's rarely ever a case where 3D fire is required, although this sometimes can limit things such as the amount of interaction the actors and cg elements may have with it on top of other things.

Previously I wrote a fairly basic tutorial just outlining how to make fairly basic but quick rendering CG explosions with Afterburn for Max. That tutorial was focused on the octane shader, whereas this tutorial will use the raymarcher shader allowing for much more complexity.

Basic setup and particles

First of all load 3D studio max up, before we can make a firey explosion we need to create the particles so go to the particles create menu and create a parray particle system.


Now drag it out into the viewport, now go back up to primitives and create a sphere. with a radius of about 13. We need this sphere so the particles have something to emit from. Select the particle system and with the particle system selected click on the modify panel so you can modify it's settings.





 
1997-2017 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.