8/11/2023 0 Comments Magic trail tutorial 3ds maxIn this example, the settings in the image to the right are used for the final render. You can tweak the Color, Intensity, and Opacity of the fire, and those changes will be treated differently depending on the Fire Opacity Mode chosen.Įxperiment with different settings to find the best result. Just as it was with the Smoke channel, this strip represents the range of the Temperature channel (that is the Houdini Temperature field remapped to the V-Ray Volume Grid Temperature channel). Note the green strip overlayed over the gray background of the ramp. For a detailed explanation of all the parameters in the Fire rollout, please check the Fire Rollout Documentation. Open the Fire rollout and set the Based on to Temperature. ![]() This will disable the preview of Smoke in the 3ds Max Viewport and allow us to focus exclusively on the Fire. Open the Smoke Color rollout and set the Based on to Disabled. This will cause the smoke to appear either sparser or denser based on the scene units of your 3ds Max scene. With the GPU Preview enabled, any changes will be properly displayed in the Viewport.ĭepending on the look of the smoke, you may want to consider enabling the Scale Opacity by Scene Units option. Feel free to tweak the Opacity curve as you see fit. Select the Right point of the curve in the Opacity diagram and use the numeric field at the bottom to set its X value to 8. The Simple Smoke setting, on the other hand, takes care of the opacity curve using an internal algorithm - you don't need to alter the curve but instead, you can just tweak the Simple Smoke Opacity value. You should use this if your setup requires greater control over the Smoke channel. The Smoke option allows you to edit the Opacity Curve for the smoke manually. Open the Smoke Opacity rollout in the Volumetric Options window and set the Based on parameter to Smoke. This will disable the rendering of Fire for both V-Ray and the 3ds Max Viewport and allow you to focus exclusively on the Smoke. The Velocity field carries the direction that the contents of the grid will be advected (moved) towards in the next frame or substep.įirst, open the Fire rollout and set the Based on option to Disabled. Burning occurs when the temperature of a certain voxel is above the ignition temperature specified by the Pyro Solver. So, in simple terms, the most common way people shade/render Fire simulations is by specifying the Heat field as the 'fire' itself, and the Temperature field as the color modulator for the fire. Temperature, on the other hand, does not depend on the presence or absence of Fuel. Heat is created in those areas of the grid that have both Fuel and High Temperature. The Heat field is the actual 'flame', the representation of fire. It is unlikely for this field to be needed for shading/rendering. The Non-Divergent Projection alters the Velocity field in a way that removes areas which would cause volume loss. The Pressure field is used for the Non-Divergent Projection. Unless you are going for a very custom setup, it's unlikely that you're going to need this field for shading/rendering. Increasing the Gas Released (Pyro Solver → Combustion) to a high value will cause higher divergence. High divergence is a property of explosions. The Divergence field is used to calculate the expansion. ![]() You can think of it as an intermediate step in the generation of fire and ignore it for the time being. The Burn field is used to generate the Heat field. The Density field is the smoke produced during the burning process. Different people have different preferences and it is never a bad idea to experiment. Later on, you can also use it for shading/rendering instead of the Heat field. The Temperature field is used to ignite the Fuel. Then, middle-click on the Pyro Solver or any of the nodes below it and notice the different fields generated by this setup. Press the Play button and wait for a couple of frames. In this case it includes the Smoke Object node named pyro), a solver (such as the Pyro solver in this setup), helper nodes used to influence the dynamics (such as noise or the resize_container node here), and optionally - a source used to emit continuously into a specified field (such as the source_fuel_from_sphere1 Source Volume node). This node is the actual DOP Network where the simulation takes place.Ī DOP simulation consists of an object used to define/hold all the data (such as the fields/volumes that are used in the simulation. Next, go one level up and go to the pyro_sim.
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