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大家好! 在這里,我有一個創(chuàng)建濃煙霧效果的教程,可以用于像油或爆炸煙霧,火山噴發(fā),森林火災(zāi)等等。 你可能已經(jīng)在互聯(lián)網(wǎng)或電視,或有時在你的現(xiàn)實(shí)生活中看到這種煙霧,但它并不是每次都發(fā)生。
Hello everyone! Here I've got a tutorial for creating a thick smoke effect, which can be used for such things as oil or explosion smoke, a volcanic eruption, a forest fire, and so on. You may have seen this kind of smoke on the internet or on television, or sometimes in your real life, but it doesn't happen every time.
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 and so on, but many big VFX and animation studios use FumeFX in their pipeline as it's well-established, trustworthy and most importantly user-friendly. 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.
有許多軟件包和插件,您可以使用它們創(chuàng)建火和煙的效果,如用于3ds Max和Maya,Houdini,Cinema 4D等的FumeFX和Phoenix FD,但是許多大VFX和動畫工作室在他們的管道中使用FumeFX因?yàn)樗呀?jīng)建立,值得信賴,最重要的是人性化。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 fire and 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,它有助于了解火災(zāi)和煙霧屬性,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 thick smoke effect. This is 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 available, you will find different types of effects every time. So it very much depends on your own understanding of how to use the tools and techniques.
我不能教你這個插件和軟件的每一個參數(shù),因?yàn)樗鼈兎浅}嫶螅枰芏鄷r間,但這個特定的教程將涵蓋創(chuàng)建這種濃煙霧效果所需的多少。這是非常有趣的話題,因?yàn)槟悴荒芏x一個特定的過程來創(chuàng)建這個效果。盡可能使用你的創(chuàng)造力和工具,你會發(fā)現(xiàn)不同類型的效果。所以它非常取決于你自己對如何使用工具和技術(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. We'll use a Plane.
打開3ds Max。 在我們開始工作之前,請記住我們將在FumeFX中使用對象源技術(shù)。 這意味著我們將使用一個對象來發(fā)射煙霧,所以為了這個目的,我們將從創(chuàng)建一個對象開始。 我們將使用平面。
Go to the Create panel and select Geometry > Standard Primitives > Plane. Now change the parameters to the following: Length: 40, Width: 40, Length Segments: 50, and Width Segments: 50. Set the Position to X: 90, Y: 00 and Z: 15.
轉(zhuǎn)到創(chuàng)建面板,選擇幾何>標(biāo)準(zhǔn)基元>平面。 現(xiàn)在將參數(shù)更改為以下參數(shù):長度:40,寬度:40,長度段:50,寬度段:50.將位置設(shè)置為X:90,Y:00和Z:15。
After creating the Plane, it's time to modify it by adding a Noise Modifier. Select the Plane, go to the Modify panel and select Noise Modifier. Now make the following changes: Scale: 3.0, Strength X: 12.5, Y: 12.5 and Z: 25. Now go to the Animation section and turn on Animate Noise, then set the Frequency to 3.0. Now you can see the Plane with animated noise applied, and you're ready to use it as fire and smoke emitter.
創(chuàng)建平面后,是時候通過添加一個噪聲修改器來修改它。 選擇平面,轉(zhuǎn)到修改面板,選擇噪聲修正器。 現(xiàn)在進(jìn)行以下更改:縮放:3.0,強(qiáng)度X:12.5,Y:12.5和Z:25.現(xiàn)在轉(zhuǎn)到動畫部分,打開Animate Noise,然后將Frequency設(shè)置為3.0。 現(xiàn)在你可以看到平面的動畫噪聲應(yīng)用,你準(zhǔn)備使用它作為火和煙霧發(fā)射器。
After finishing the modeling and modification 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 Smoke to 25.0, then go to the Velocity section and set Object's to 5.0 and Extra to 15.0. Keep the other parameters as they are.
完成我們的對象的建模和修改后,是時候進(jìn)入FumeFX插件。 所以首先我們將創(chuàng)建FumeFX對象源,我們將添加我們的對象。 要創(chuàng)建FumeFX對象源,請轉(zhuǎn)到創(chuàng)建面板>幫助程序> FumeFX>對象Src。 單擊此按鈕并將其拖動到視口中。 現(xiàn)在轉(zhuǎn)到“修改”面板,對參數(shù)進(jìn)行一些更改。 將對象類型更改為實(shí)體。 將Smoke設(shè)置為25.0,然后轉(zhuǎn)到Velocity部分,將Object設(shè)置為5.0和Extra為15.0。 保持其他參數(shù)不變。
We are going to use FumeFX as it's very simple to use, 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: 400, Length: 400, Height: 600 and Spacing: 1.2.
Now set the Position of FumeFX to the following: X: 00, Y: 00, Z: 00.
我們將使用FumeFX,因?yàn)樗?span style="color: rgb(0, 0, 0); font-family: 微軟雅黑, 宋體; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: auto; text-align: start; text-indent: 20px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; display: inline !important; float: none; background-color: rgb(255, 255, 255);">使用很簡單,但仍然有很多選項(xiàng)和參數(shù)。 我們將覆蓋這個特定教程所需的。
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:400,長度:400,高度:600和間距:1.2。
現(xiàn)在將FumeFX的位置設(shè)置為以下:X:00,Y:00,Z:00。
To push the fire and smoke in a certain direction, we'll use Wind. To create this, go to the Create panel and select Space Warps > Forces > Wind. Click on it and drag it into the viewport, then change the Strength to 2.0.
Now set the Position of FumeFX to X: 250, Y: 00, Z: 150. Set the Rotation X: 0.0, Y: -90, Z: 0.0.
為了推動火和煙在一定方向,我們將使用風(fēng)。 要創(chuàng)建它,請轉(zhuǎn)到創(chuàng)建面板,選擇空間扭曲>力>風(fēng)。 單擊它并將其拖動到視口中,然后將“強(qiáng)度”更改為2.0。
現(xiàn)在將FumeFX的位置設(shè)置為X:250,Y:00,Z:150.設(shè)置旋轉(zhuǎn)X:0.0,Y:-90,Z:0.0。
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 and Wind Force.
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)一個新窗口。 如你所見,在這個FumeFX接口中有六個部分,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對象源。 因此,轉(zhuǎn)到Obj / Src部分,單擊選擇對象按鈕,然后選擇FumeFX對象源和風(fēng)力。
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: 1.2, Width: 400, Length: 400 and Height: 600. Now we'll move ahead to the Output Range, set the Start Frame: 0, End Frame: 200, 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 the Playback Range and set the Play From as 0 and Play To as 200. So these are some simple modifications in the General Section.
完成Obj / Src部分的設(shè)置后,讓我們設(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):1.2,寬度:400,長度:400和高度:600。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:200,然后轉(zhuǎn)到 路徑,我們在其中設(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)在向前移動到播放范圍,并將播放從0和播放到200.因此這些是在一般部分的一些簡單的修改。
After finishing the setup of General Parameters, let's modify the Simulation Parameters. Go to the Simulation tab and apply the following settings. Change the Vorticity to 1.0 and the X Turbulence to 0.5. Now go to Turbulence Noise and set the Scale to 2.0, Frames to 1.0, and Details to 5.0.
Now go to Fuel and increase the Expansion to 2.0, keeping the other parameters as they are. Then go to Smoke and set the 'Dissipation Min. Dens.' to 5.0 and Dissipation Strength to 5.0 to dissipate the smoke fast. Keep the other parameters as they are and hit the Simulation button. It will take around 3-4 hours to finish.
完成一般參數(shù)設(shè)置后,讓我們修改模擬參數(shù)。 轉(zhuǎn)到模擬選項(xiàng)卡并應(yīng)用以下設(shè)置。 將渦度變?yōu)?.0,X湍流變?yōu)?.5。 現(xiàn)在去湍流噪聲和設(shè)置縮放2.0,幀到1.0,細(xì)節(jié)到5.0。
現(xiàn)在去Fuel并將Expansion增加到2.0,保持其他參數(shù)不變。 然后去Smoke并設(shè)置'Dissipation Min。 Dens。 到5.0和耗散強(qiáng)度到5.0,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3-4小時完成。
After finishing the simulation, just make sure that everything is as per your requirements. Now it's time to set the colors of the fire and smoke. So go to Rendering section and select the Fire tab. Right-click on Color and change it to Key Mode, then change the Gradient Color as shown in the image. Now move on to the Smoke Parameters. Set the smoke color to gray and reduce the Opacity to 0.5, then turn on the Cast Shadows and Receive Shadows options (so when we add the light, we should see the smoke's shadow).
完成模擬后,只要確保一切都符合您的要求。 現(xiàn)在是時候設(shè)置火和煙的顏色。 因此,轉(zhuǎn)到渲染部分,選擇Fire選項(xiàng)卡。 右鍵單擊顏色并將其更改為鍵盤模式,然后更改漸變顏色,如圖所示。 現(xiàn)在轉(zhuǎn)到煙霧參數(shù)。 將煙的顏色設(shè)置為灰色,并將不透明度降低到0.5,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,我們應(yīng)該看到煙的陰影)。
After finishing the Color settings, it's time to add light to the scene. We'll create two lights: one Target Spot and one Omni Light. To do that, go to the Create panel and select Lights > Standard > Target Spot. Click on the Target Spot light and create it in viewport. Now set the light position to X: -1850, Y: -1035, Z: 1950, and its Target Position to X: 20.0, Y: -15.0, Z: 200.0. Create the Omni Light with same procedure and change its Position to X: 825, Y: -600, Z: 550.
Now select the lights and go to Modify panel, then turn on the Shadow and set it to Ray Traced Shadows. Now go to Shadow Parameters and turn on Atmosphere Shadows. After finishing these settings, return to FumeFX Container. Go to the Illumination section and add these lights into the Light section by clicking the Pick Light button. Now turn on Multiple Scattering, set its Max Depth to 8 and Falloff to 8.0, and leave the other parameters as they are.
完成顏色設(shè)置后,是時候給場景添加光。 我們將創(chuàng)建兩個燈:一個目標(biāo)點(diǎn)和一個全向燈。 為此,請轉(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)點(diǎn)亮并在視口中創(chuàng)建它。 現(xiàn)在將光位置設(shè)置為X:-1850,Y:-1035,Z:1950,其目標(biāo)位置設(shè)置為X:20.0,Y:-15.0,Z:200.0。 使用相同的步驟創(chuàng)建Omni Light,并將其位置更改為X:825,Y:-600,Z:550。
現(xiàn)在選擇燈光并轉(zhuǎn)到“修改”面板,然后打開陰影并將其設(shè)置為“光線跟蹤陰影”。 現(xiàn)在轉(zhuǎn)到陰影參數(shù),打開大氣陰影。 完成這些設(shè)置后,返回FumeFX Container。 轉(zhuǎn)到照明部分,并通過單擊選擇燈按鈕將這些燈添加到燈部分。 現(xiàn)在打開多重散射,將其最大深度設(shè)置為8,將衰減設(shè)置為8.0,并保留其他參數(shù)。
After finishing the light setup, it's time for rendering. Go to Render Setup by pressing F10 and set your desired Output Range, Output Resolution and Output Path. Go to the Render Elements tab and click on the Add button, bringing up a new window. Select the FumeFX Fire and FumeFX Smoke elements and click OK. Now just hit the Render button. It will take around 4-5 hours to finish rendering.
完成燈光設(shè)置后,它的時間來渲染。 按F10進(jìn)入渲染設(shè)置,設(shè)置所需的輸出范圍,輸出分辨率和輸出路徑。 轉(zhuǎn)到渲染元素選項(xiàng)卡,單擊添加按鈕,打開一個新窗口。 選擇FumeFX Fire和FumeFX Smoke元素,然后單擊確定。 現(xiàn)在只需點(diǎn)擊渲染按鈕。 完成渲染需要4-5個小時。
After finishing the rendering, import both the fire and smoke renders into After Effects, or any other compositing software which is convenient for you. I'm using After Effects, so import both elements and drag them into the timeline. Select the fire element, then right-click and change its Blending Mode to Add. You can include Glow effects and make some changes in the Parameters. Select the smoke element and make whatever changes you like to the color or brightness settings. Now render the final output and you'll get your finished thick smoke!
完成渲染后,將Fire和Smoke渲染導(dǎo)入After Effects或任何其他對您方便的合成軟件。 我使用After Effects,所以導(dǎo)入兩個元素,并將它們拖動到時間軸。 選擇fire元素,然后右鍵單擊并將其混合模式更改為添加。 您可以包括輝光效果,并在參數(shù)中進(jìn)行一些更改。 選擇煙霧元素,并對顏色或亮度設(shè)置進(jìn)行任何您喜歡的更改。 現(xiàn)在渲染最終的輸出,你會得到你的完成濃煙!
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