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-2.1-
Now we will create the materials, which will give the full dimension
of the explosion. First assign a default standard material
to your explosion mesh. Name it XploYellow (or anything explicit) and
set the diffuse color to some orange yellow. Now come the important
part : Add some Cellular map to the displacement
channel of this this material, and set parameters like in the
screenshot.
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-2.2-
The Cellular map is very powerfull but also very expensive in process
time, especially if you raise the Iteration parameter when fractal
is active. Make sure you have the correct colors, the grey's value
is 75 in my example, and that the coordinate Source
is World XYZ. Then put the displacement
value to 25 in the root rollout of your material.
If you launch a render, you should get something like this. If not,
try to move a bit the Displacement value, and the size value of the
Cellular map.
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-2.3-
When you're satisfied, copy the cellular map that was
in displacement to the diffuse slot of
your material, and set the colors like this :
OrangeRed H:10 S:255 V:255
Yellow H:30 S:150 V:255
AlmostWhite H:35 S:35 V:255
Lower the Spread value to 0.4 and raise
the Fractal iteration to 4.
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-3.1-
Since the Cellular Map is a procedural set to World XYZ, it doesn't need
any UVW coordinates to be applied correctly, though we will need some
mapping for the correct mixing of the 3 materials. Select your explosion
mesh, click on "Editable Mesh" in the bottom of the stack (must
now be yellow though) and apply to it a cylindrical UVW Mapping
that is oriented vertically. Then apply another UVW
Mapping but this time you have to change the Map Channel
to 2, otherwise your first mapping will be lost. Set this second
UVW map to planar, oriented horizontally.
These UVW Map should be between Edtiable Mesh and MeshSmooth in the modifier
stack, if not move them...
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-3.2-
Now that the mapping is ready, lets prepare the Mixs. Assign a non-used
material to your explosion mesh, check Show Map in Viewport
and put a gradiant Ramp in the diffuse slot. If not yet,
put your viewport in shaded mode, you should have your explosion
mesh like a rainbow (except if you work with max 5). Change the Gradient
Type to radial, and change the colors as white on the left, black
on the right, and 2 more sliders in the middle : white (left one) and
black (right one). Now move the middle sliders so you have something like
in the screenshot.
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-3.3-
Do exactly as in step 3.2 with a new non-used material, but this time
change the Map Channel to 2 and use a Linear Gradient
Type. Try to get something like in the screenshot.
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-3.4-
Now we will create the materials that will blend the XploYellow, XploRed
and XploGrey. First you'll have to click-drag the two last gradient ramps
you made from the materials to another non-used slot of your material
editor so they can be accessible later (if it ask for Copy or Instance,
select any, it doesn't matter). You may want to display more than 3*2
material slots for this operation.
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-3.5-
Select a non-used slot and click on Standard so you can change the Material
Type. Select Blend. Discard the old material. Name this material BlendRed/Grey
and click-drag the XploGrey material in the first slot (select instance),
the XploRed in the second slot (instance as well) and the Radial Gradient
Map in the third slot (instance again). Apply this material to your explosion
mesh, you should have something like this :
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-3.6-
Create another Blend Material from a non-used slot and this time click-drag
XploYellow to the first slot, BlendRed/Grey to the seconde slot, and the
Linear Gradient Map to the last slot. Assign this material to your explosion
mesh, you should have something like this :
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The
Materials are ready and Assigned !
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-4.1-
First of all, to be able to animate correctly, we will collapse
the UVW info. To do so, verify that the 2 UVW Mapping Modifiers
are below the MeshSmooth modifier, and then right-click
on the upper one and choose Collapse To, thus their info
will be collapsed in the editable mesh, but will still remain. Activate
the Animation mode then select the lower state of the stack
Editable mesh and go to sub-object level Vertex.
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-4.2-
Goto Frame 100, check that Animate is on and then select
the vertices of the 'head' of the explosion, and upper them a bit. Then
select then vertices of the bottom of the explosion, but not the one at
the base of the central cylinder, and scale them on X and Y axis, this
will make the smoke spread. Then play, if the speed seems correct go on,
if not, adjust...
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-4.3-
Now that the mesh is animated, we will have to animate the fire materials.
Since the cellular maps are all set to World XYZ, they won't
move as the mesh is deformed, so we have to animate it separately. Go
to frame 100 again, and check you're in Animate mode. Now go in your Material
editor, and go into each cellular map you have (for each
fire/smoke materials you have) and put a value of -30 in Offset
Z: , once it's done for each map, make an render of your 100 frames,
and look if the fire goes up as fast as the mesh, for nice effect it have
to go at least as fast. If not, lower the value in each
map again (still in Anim mode) until you've something ok.
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Make
a render, the Animation is done.
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-5.1-
The landscape and surroundings around the explosion are mainly up to you,
what i can recommend is a worm eye view and a wide fov for your camera,
so the explosion looks bigger. The addition of particles is good, but
wide smoke particles tend to 'eat' image info and mess up with effects.
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-5.2-
Effects are very important for objects like explosion, a glow is very
handful to make something look luminous. The effects i chose for this
tutorial are :
glow, wide and red, only for the head of the explosion -
glow, sharp and almost white, only for unclamped colors -
blur radial 1% -
blur uniform 0.7 % -
Check the impact of the effects instead of nothing :
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That's
it ! The tutorial is over, i hope you got something nice in the end and
learned a few things...
Here is a video of what i got in the end. It's DivX 5.02
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