Thursday, June 28, 2012

Creating a spark module means Aura of Chaos Group in 3D Studio Max.


Introduction

An example of flames generated by the module Aura.
In Fig. An example of a flame generated by the module Aura.
I greet you in this lesson. Here you can learn how to build a fire in the environment of three-dimensional modeling program 3 d studio max. As you might imagine, in a medium 3 d studio max there are many ways to create a living flame, we offer you a way to create a fire through a special module - Aura of Chaos Group. As you know, embedded software can simplify the creation of something, but you need two things: First - a program (module), the second - the ability to work with this program.
On the example of a burning candle we will tell you how to get the flame alive with the help of this module. But that's not all, of what can be achieved by this module. Along with the fire at once, and you can create a smoke effect. And if further explore all the features, it will also create and explosion effects, and almost everything that relates to a flame.
The module is built in 3 d studio max as an atmospheric effect, and creates a fire, using an object as the source of the flame (at least, is one way to generate the flames).

Preparing the scene

In order to avoid creating a fire hanging in the air, I made a candle with a candle. You too can make it, there's no big deal. The candle is made from a cylinder, just need the top at one end of a little push, then rounded, and the candlestick made of the circuit using the modifier Lathe, wick - the usual Line, only visualized.
Model candles, prepared for the job.
In Fig. A model of a candle, prepared for the job.
Pay attention to the fact that, where a candle wick, I placed an additional sphere, this sphere and will be the source of the flames that will be used by the module.
Training facility for the calculation of the flame.Training facility for the calculation of the flame (the object).
In Fig. 2 Preparation of the object to render the flames.
In the first picture of this sphere does not, because once we give it as a source, we will hide it. When rendering the flames will be used, and when rendering - no.

Starting the AURA

We basically have everything you need to connect the module itself. Let us turn to the tab Rendering - Environment, a window Environment and effects, there in the Atmosphere tab, click the add button and select the Aura for 3 D Studio Max as shown
Add Aura to the scene.
In Fig. Adding an Aura to the scene.
Once you add the effect of a window control module AURA.

Create and configure a flame

In order to create a fire, we need to dig to the settings for the benefit of all that hard to do everything right in order of need to go through all the tabs from the one in which we now are - tab Objects.
Select the viewport.
In Fig. Select a viewport.
The first step is to add an object (in our case it was the same area), click on the button Select from Viewport, marked in the figure above, and then either simply click on the field, or press the H button and select an object by name from the list. After that, the name is written in the upper window pane Aura, as shown.
Select the object.
In Fig. 2 Select the object.
Now we must add that as a type of fire will be created on our site.
Select the type of flame.
In Fig. 3 Select the type of flame.
Below the bottom window is a button Add initializer, marked in the figure above. Click on it, then come out the same window that will ask for the support of the object type - the figure below
The choice of a standard method based on the object geometry.
In Fig. 4 Select the standard method based on the object geometry.
Please select, Default Object Initializer. Here we have chosen a standard way based on the geometry of the object, the other way associated with the texture. So, if everything is correct window should look something like this:
Window after the necessary adjustments.
In Fig. 5 window, after the necessary adjustments.
As you've probably noticed, the following were some of our initialization settings such as a flame, such as in the picture:
Setting the initialization of the flame.
In Fig. 6 Setting the initialization of the flame.
This is the default setting of the flame, we still need to change a setting to change the Source Type Non - solid at the Solid - injector. As the figure below.
Setting needed to create a flame hidden in the entire volume of the sphere.
In Fig. 7 Configuring needed to create the flame throughout the volume of hidden areas.
Thus, we have the fire will be created throughout the volume of hidden areas, not just on the border.
Init tab duplicates the configuration initialization pure fire, because it jumped, let's go to the tab Grid.
Parameters altering the perception of the flame.
In Fig. 8 parameters changing perceptions of the flame.
Here we do nothing will change. Parameter Desired number of cells be dependent size and number of flames. It depends also render the term of the flame.
The tongue of flame have finite size, ie restrictions as to the upper and the lower side. Thus, changing this setting you can achieve different perception of the flame. The higher the number, the more flames and the smaller their size, as issuance of the flame is based on a geometric object - we have a sphere.
The next tab Solver - we have not needed it is possible to calculate the flame itself, but first go to the tab Cache, it is because when calculating Aura adds to the media files to render, in the Cache tab must specify the place.
In Fig. 9 The parameters for selecting files miscalculation.
Here, click the button Select project, we propose to select the folder, I suggest you create some kind of special for this folder, there will be a lot of files, then click the button Use path.
Selecting a folder for the miscalculation.
In Fig. 10 Selecting the folder for the miscalculation.
Select project in front of the button will be the path to the folder where the files are now stored on the mistakes, I have this folder K: \ kursovik \ 1
So, now we can go to the tab and start Solver by flames.
In this tab there are options that control the creation and rendering of particles, which will render the fire.
The upper part is called Simulate, here you are running mistakes to create a flame.
Parameters rendering animation.
In Fig. 11 Parameters rendering animation.
buttons trigger errors, and data in the windows show a frame in which to start and where to complete miscalculation miscalculation.
All other settings at the moment we are not going to touch these settings, we need now only include the rendering of fire, Flames in the segment must also be checked next to Enable Flames.
Setting up the dynamics of the flame.
In Fig. 12 Setting up the dynamics of the flame.
In addition, in the window are the parameters of the flame, which would have obtained after the calculation for our example, these settings are quite suitable.
Also, you may have noticed lower segment of the Smoke of a similar place for a tick next to Enable Smoke, this segment is responsible for enabling calculation of the parameters of smoke and fumes. While we will not include it.
If you now click on one of the three buttons in the upper segment, then start rendering the particles, which render the flames. Perspective view will look something like Figure 13, if you have a polygonal map, or as in the figure below 14, if you choose to display only a mesh of polygons.
Step rendering particles (polygonal map).
In Fig. 13 Step rendering particles (polygonal map).
Phase calculation of the particles (the grid).
In Fig. 14 Step render the particles (the grid).
therefore, the red triangles - the particles that formed the flames, and if you try to count the picture now - you will not get anything now, the flame will not be visible. We return to the Control Panel module AURA.

Calculating the flame

Let us turn to the tab Render.
Tab Render.
In Fig. A tab Render.
to display the particles are obtained when calculating the flame - it is necessary to add how it will look like the very flame. To do this, click Add Shader, a window appears, choose where Flame Shader: Color curve.
The choice of visualization of the color curve.
In Fig. 2 Select the visualization of the color curve.
thus, the fire will be rendered according to our particles, based on the color curve.
The panel has changed. There are additional segments, where you can customize the display of fire.
General view of settings.
In Fig. General view of the three settings.
Calculate the picture now. At this stage, the resulting image is like a flame will appear, but it still will be black and white.
The first rendering of the flame.
In Fig. 4 The first rendering of the flame.
In order to color the flame was right, it is necessary to change the curve color.
Pay attention to the segment of the Flame Shader: Color parameters. On the grid shows the direct and oblique gradient strip under it.This segment is responsible for setting and changing the color of the flame.
The curve color.
In Fig. 5 Curve of color.
In order to fire was more or less similar to the present, it is necessary to change the curve. Changes to the curve control points. To add a point on the curve - you need to click on the curve of the left mouse button while holding down CTRL. There is one small caveat: in order to cancel the effect of the curves in the window - it is necessary to right click on the window and select UNDO, And you can load / save the resulting curves.
Options pop-up window.
In Fig. 6 Options pop-up window.
We have here a flame, changing curves.
The result of setting the color curve.
In Fig. 7 The result of setting the color curve.
In order to get a flame, you can arrange for drawing their curves as we have.
Variations of color curves.
In Fig. 8 Variations of color curves.
If you play a little crooked, you can get different combinations.
Examples show the flame-colored vinyl for debugging.Examples show the flame-colored vinyl for debugging.Examples show the flame-colored vinyl for debugging.
In Fig. 9 show examples of flame-colored vinyl for debugging.
There is also a very useful parameter, which is changing, we change the brightness of the color of the flame. Located in the segment parameter Flame Shader: General parameters, it is called Brightness. We have put this option to a value of 2.5. This is no accident.
Parameter changes in brightness.
In Fig. 10 changes in brightness setting.
Figures - Brightness value on the left is 1, the right - is 2.5
The brightness.The brightness.
In Fig. 11 settings of brightness.
All other parameters remained unchanged.

Creating a smoke

Now you have a candle flame, but to add a little realism, add another and the effect of smoke. To create it do not need anything extra, the module is already built Aura creating smoke, you just turn it on.
Locate the module in the Control Panel tab Aura solver, it has a segment of smoke
Adding smoke.
In Fig. Adding a smoke.
in this segment need to tick the box marked Enable smoke, other options are not fashionable touch.
Now we need to re-run the simulation of fire, and together with the red particles, fire managers will appear black, are responsible for the smoke. Or, if you have enabled the mapping of polygons - particles of light will be red, and smoke particles - white.
The mapping phase of rendering smoke.The mapping phase of rendering smoke.
In Fig. 2 Display the rendering phase of the smoke.
Now that the smoke when rendering should display the same as in the case of the fire by adding that, as it will appear. To do this in the Control Panel module Aura Render tab in the Default Render the segment to press the button and select the Add Shader Smoke Shader.
Setting up the smoke to display when rendering.
In Fig. 3 Setting the smoke to display when rendering.
Nothing more needs to be done, if it is to count the picture, you can see the smoke over the fire, the color of smoke is also given by the curves, as well as the color of the flame in a separate window curves. If you calculate the image with different color of the environment - the smoke will be noticeable in many ways.
The final result.
In Fig. Outcome 4.

Create a spiral staircase, using arrays in 3D Studio MAX


Arrays of Objects

In the lesson on modifiers, we learned how to create an array of multiple objects. We briefly recall - this is done by pressing Shift, when an object is clickable. In the dialog box Clone Options (appears after the move is complete), we can specify the number of copies (Number of Copies), not to get a duplicate, and the right of us ..
Clone Options dialog box
Figure 1. Clone Options dialog box
If you change the value from the unit on, say, 20, 20 we can see our objects instead of one. The distance between the objects will be equal to that to which you moved the source object to copy.

Figure 2. Fence. When you move the first peg hit Shift, and in the opened window dialogovm indicate the number of copies (Number of Copies).
So, with a copy oobektov standing in a row, it's simple. But try to use the same method with the tool Select and Rotate, when you need to create a circular array. For example, as shown below.
The planet with 20 moons.
Figure 3. The planet with 20 moons.
For a start do zagatovku scene.
Everything is ready for copying at the sphere.
Figure 4. Everything is ready for copying at the sphere.
Now hold down the Shift key and rotate the sphere around maenkuyu axis Z. You do not work. More precisely, it will, but not what we need: a copy of the sphere coincides completely with the original.
This is because the axis of rotation is inside the object, and we need that she was out of it.
To move the local coordinate system (the object at the same time, naturally, should be vydeln) need to go to the tab Hierarchy => Pivot => Affect Pivot Only. Thus we find ourselves in edit mode lokalonoy coordinates of the selected object.
Thus we find ourselves in edit mode lokalonoy coordinates of the selected object (large arrows appear-axis). While the button is pressed Affect Pivot Only, all manipulations are performed not on the selected objects, and above the centers of their local coordinate systems.

Our goal - to combine the center of a small sphere with center large enough to subsequently rotate the "satellite" around "the planet."Move with the Select and Move center of a small ball in the center of a large. For convenience, you can turn binds to the centers of local systems (Pivot), so as not to mix them in the eye (on how to enable the binding is described in tutorial "Using Bindings to the exact construction of facilities").
Next, exit edit mode Pivot (<squeeze> Affect Pivot Only button in the Pivot section tabs Hierarchy). After this, hold down the Shift key on your keyboard, make the object rotate about the axis Z (vertical). Turning on a small corner of the mouse button and set number of copies (about 20). After that, we have duplicated objects around the displaced Pivot.
Duplicate satellites.
Figure 5. Duplicate satellites.
Complicate the problem - create a kind of exotic chandeliers made of bamboo.
Similarity ekzrticheskoy chandeliers made of bamboo.
Figure 6. Similarity ekzrticheskoy chandeliers made ​​of bamboo.
In this figure the objects, in addition to revolve around the displaced Pivot, also displaced vertically by a value. Achieve this result, using the clone (Shift), you will not end. It needs a more powerful tool - Array ("array"). It is located in the menu Tools => Array.
Location instrument Array.
Figure 7.Raspolozhenie Instrument Array.
So, create a cylinder, select it and run the Array. A dialog box appears.
Dialog Box Array.
Figure 8. Dialog Box Array.
This tool is designed to create groups of objects in a specific sequence, is used for this movement of objects - Move, rotate - Rotate and Scale - Scale. The array has two groups of parameters responsible for these changes:
• Incremental - the value to which will be moved, rotated or scaled every other object in the array.
• Totals - is the total value of which will be located a specified number of objects. Here, the distance between them is selected by the instrument Array.
Mainly used in practice, a group of Incremental (it is enabled by default). To toggle the Move, Rotate or Scale from one group to another, you need to change to switch the arrow next to the parameter.
Switching option group Move in Totals.
Figure 9. Switching option group Move in Totals.
Our goal is to every other object has been rotated, for example, a 10 oz. at Z (meaning Rotate the Z set equal to 10) and shifted to Z, for example, 5 (value-axis Move Z = 5). To set the number of copies, to find the parameter Count. Objects can be cloned in several modesCopy and Instance: 
Copy - copies of the independent (ie, a slope parameters of the objects are independent). 
Instance - a copy of the dependent (ie, changing the parameters of a single object array change settings for all the other duplicates).
Create the desired object by clicking on Knop OK.

Simulation of the spiral staircase with a handrail

To start, create step: Box object with parameters Length = 70, Width = 150, Height = 5.
Step.
Figure 10. Step.

Note:

Create Box, using the Keyboard Entry, in the window Perspective. This affects the location of the object otonositelno space. If you try to press the Create button in another viewport, the object is located in a different way.
Since the spiral staircase will then need to change the step, narrowing her side, which will look <inside>. This can be done by using a modifier Taper. Applying it to the object, set the following values ​​of Amount = -1, and the axes of the effect of Primary - X, Effect - Y. We obtain the following object:
The step after prmeneniya modifier Taper.
Figure 11. The step after prmeneniya modifier Taper.
Now we need to move the Pivot the resulting object to get the rotation of the spiral staircase. Pivot to displace the X (the axis in the direction which narrows the step) at 110. Next, using the Array, creating a spiral staircase around a displaced Pivot.
Using the Array to create a spiral staircase.
Figure 12. Using the Array to create a spiral staircase.

Recommendations:

The value of the angle of rotation of each subsequent object is better to specify about 25 °. The number of copies, select your own.

Set to consolidate the material

Create a spiral staircase supporting pillar (a cylinder), as well as railings, using to create them with values ​​obket Cylinder Height = 80, Radius = 3

Recommendations for the assignment of modeling spiral staircase:

To create a railing, you can use a group of objects: a support railing + railing curved fragments (cylinder + modifier Bend), which will dock with the subsequent fragment.
Stairs (red highlighted item railings, consisting of two cylinders)
Figure 13. Stairs (red highlighted item railings, consisting of two cylinders).
Finished staircase.
Figure 14. Finished staircase.