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Cgi Notes

The document provides instructions for creating 3D particle effects and simulations in Maya, including: 1) Creating a snow plane using soft bodies and particles, with notes on texturing and scaling. 2) Simulating the disintegration of an object into particles over time using dynamics, ramp textures, and mental ray rendering. 3) Emitting smoke particles from objects and texturing them using ramps for opacity, color, and incandence. 4) Creating missile simulations that emit smoke particles using volume emitters, gravity, and instancing objects to particles. 5) Growing animated vines over a surface using paint effects curves and animating the scale and properties of the vines over time.

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Roni Lyn
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0% found this document useful (0 votes)
69 views7 pages

Cgi Notes

The document provides instructions for creating 3D particle effects and simulations in Maya, including: 1) Creating a snow plane using soft bodies and particles, with notes on texturing and scaling. 2) Simulating the disintegration of an object into particles over time using dynamics, ramp textures, and mental ray rendering. 3) Emitting smoke particles from objects and texturing them using ramps for opacity, color, and incandence. 4) Creating missile simulations that emit smoke particles using volume emitters, gravity, and instancing objects to particles. 5) Growing animated vines over a surface using paint effects curves and animating the scale and properties of the vines over time.

Uploaded by

Roni Lyn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Collection of 3D FX Notes from school lectures and tutorials by: khalil khalilian, the CGBros

---------------------------------------------
DEMONSTRATION OF GOAL:

CREATE SPHERE > CREATE SINGLE PARTICLE (SPHERE) SEPARATELY > CREATE
PARTICLE: GOAL AS GHOST > GOAL WEIGHTS AND OBJECTS: pSphereShape1=0.169
> PARTICLE: PARTICLE TOOL: # OF PARTICLES = 12, SKETCH PARTICLES,
CONSERVE=0 > PARTICLE:GOAL

------------------------------
CREATING SNOW ​where marks can be made on the ground:
*notes on this might be wrong

CREATE PLANE: SCALE x,y,z=24, Subdiv width and height = 40 > MESH SCULPT
GEOMETRY TOOL: add crests and troughs for snowy plane TERRAIN; DELETE BY TYPE:
HISTORY > ASSIGN LAMBERT: white > DUPLICATE PLANE AND RENAME AS GROUND
(HIDE SNOW PLANE) AND PLACE GROUND BELOW SNOW PLANE> CREATE SPHERE
and place atop ground > SOFT RIGID BODIES: sphere as ACTIVE and ground as PASSIVE
> ADD GRAVITY > MODIFY: FREEZE TRANSFORM SNOW PLANE (should have no rigid
body; delete connection by going to hierarchy) > CREATE SOFT BODY Soft Options (snow
plane): DUPLICATE SOFT BODY, check 2nd and 3rd options (WEIGHT=0.5) > SELECT
SNOW PLANE THEN SHIFT SELECT SPHERE > PARTICLE: MAKE COLLIDE > select
SNOW PLANE particle: check CONSERVE IN copyOfpPlane3Particle > Goal Weights and
Objects: uncheck GOAL ACTIVE > SMOOTHEN SNOW PLANE
FOR SNOW: RESILIENCE = 0, FRICTION = 1 > ADD CUSTOM INDEX AND CUSTOM
SCALE!!!

-------------------------------------
DISINTEGRATION:

set to 200 frames > front view > create cv curve tool (vase thing) > surface: revolve > covert
NURBS to polygon: quad and count 2000 > make sure normals aren't reversed >
dynamics:emit from object: emitter type is Surface; 80000 particles; random range lifespan
mode and lifespan=4 > open outliner and select emitter > checkbox of texture rate > click
ramp > Enable texture rate and emit from dark > white to black (U ramp; no gradience):
small part white then black then white for ramp; set key at frame 1 when placed at bottom
then at frame 200 at top > hypershade: ramp1: edit: duplicate: shading network> edit ramp
as black to white only > assign new material: lambert> plug-in new ramp to transparency of
lambert > place Solid Fractal for central color of ramp > graph material on selection: add
texture (granite) > select particle > add field: gravity and turbulence > assign blinn to
particles with same color as vase > put ramp, edit ramp as brown to light orange > place
glow intensity = 0.2 > particle render type: streak > for collision with plane: emit, random # of
particles; 0 resilience and 1 friction > place point light > go to render settings > add motion
blur to batch render, make sure mental ray plug-in is loaded > Render Using: mental ray >
Image format: JPEG (jpg) > Frame/Animation ext: name.#.ext > 640x480 > Start frame:
1.000 and End frame: 200.00 > Render: Batch Render

SAVE work> create particle disk cache

collision with plane:


emit random num 1 part dies

Tips for 3D rendering:


● if bg does not move, put it in separate layer and render 1 frame only
● another layer for vase and light only> hypershade > assign UseBackground to vase
and 0 all UV attributes [so that there's alpha for compositing]
● another layer for the base>assign new Use Background and 0 all attributes > add
light to layer
● place all fields and objects and place in new layer shadows > make surfaceShader
and assign material> place texture of vase to OutColor > surfaceShader to
transparency
● Connection ed
------------------------------------------------------------------

create nurbs plane (scale xyz 24)> particles (emit from object: surface; speed=0)>select
particle then plane> goal (weight 1)> particle> general> add goalU goalB parentU parentB >
custom speed > make expression for parentU and V:
particleShape1.parentU=rand(0,1);
particleShape1.parentV=rand(0,0.1);
particleShape1.goalU=particleShape1.parentU;
particleShape1.goalV=particleShape1.parentV;
particleShape1.costomSpeed=rand(.001,.002);
AT RUNTIME BEFORE DYNAMICS: particleShape1
---------------------------

MAKE OBJECTS>MAKE EMITTER>PARTICLE AE>INSTANCE


REPLACEMENT>OUTLINER>INSTANCER>GENERAL>
PER PARTICLE (ARRAY)>FLOAT>AE: ALLOW ALL DATA TYPE>PER PARTICLE ATT:
CUSTOM INDEX> SOMETHINGSOMETHING=RAND(1,56)>

GENERAL>RANDOMIZE CUSTOM SCALE


-------------------

SMOKE:

EMITTER > DIRECTION: X=0 Y=1 Z=0 > CUBE VOLUME > AWAY FROM CENTER = 0 >
ALONG AXIS =10 > RANDOM DIR = 0.125
> ADJUST DIR SPEED > RANDOM RANGE: LIFESPAN = 4 > LIFESPAN RANDOM = 3 >
PARTICLE RENDER TYPE: CLOUD >
OPACITY: ADD PER PARTICLE > OPACITY PP: RAMP > GENERAL > PARTICLE:
RADIUS PP: CREATE RAMP > EDIT RAMP >
WHITE TO DARK GRAY > EDIT ARRAY MAPPER OF RAMP2: MIN=.5 MAX=2 > COLOR:
ADD ATT PER PARTICLE > CREATE RAMP >
EDIT RAMP > WHITE(LARGE) TO DARKGRAY TO ORANGE(SMALL PART) >
HYPERSHADE WINDOW: PARTICLE CLOUD >
SEARCH PARTICLE SAMPLE: MIDDLE CLICK ADD COLORS > OTHER: OUTCOLOR TO
COLOR TRANSPARENCY AND INCANDESCENCE >

-----------------
MISSILES:

CREATE CYLINDER (EDIT AS MISSILE-SHAPED) > ROTATE Y = -90 > PLACE THE AXIS
NEAR BUTT (OBJECT SHOULD BE CENTERED ON GRID)>
MODIFY: FREEZE TRANSFORMATION > PARTICLE: CREATE EMITTER > EMITTER
TYPE: VOLUME > PLACE BEHIND THE MISSLE > DIRECTIONAL Y=1 >
AWAY FROM CENTER=0 > RATE(PART/S)=5 > ADD GRAVITY: MAGNITUDE=4 >
OUTLINER: EMITTER > SPEED RANDOM=1.579 > SELECT OBJECT THEN PARTICLE >
PARTICLE: INSTANCER > PARTICLESHAPE > AIM DIRECTION: VELOCITY >
DIRECTIONAL SPEED=10 > OUTLINER: EMITTER >
AROUND AXIS=5.6> SELECT PARTICLE > EMIT FROM OBJECT > CREATE SMOKE!!!

PARTICLE COLLISION EVENT EDITOR: RANDOM SHIT: 100 >


-----------------------

create cylinder (missile)> point x-axis (-90 Z)> axis near butt> modify freeze transformation>
create emitter> volume emitter type> rate part/sec 10> direction Y 1> away from center
0>along axiks10>daround axis 1.447>
BASTA GAWIN YUNG MISSILE SHIT WITH SMOKE

RADIUS ARRAY MAPPER MIN .2 MAX 3

FOR REALISTIC ROCKETS:

GENERAL > INCANDESCENCE PP > CREATE RAMP > EDIT RAMP> BLACK TO WHITE
(SMALL PART FOR GRAYISH WHITE) > SELECT PARTICLE 2 > HYPERSHADE >
GRAPH MATERIAL ON SELECTED OBJECT > PARTICLE SAMPLE > MIDDLE-CLICK
DRAG TO LIFE COLOR AND LIFE TRANSPARENCY AND LIFE INCANDESCENCE
(CHECKERED SHIT BUTTON) > (CONNECTION EDITOR) LOOK FOR INCANDESCENCE
PP > CLICK INCANDESCENCE PP R > INTENSITY FOR OUTPUT > (HYPERSHADE)
PARTICLE: EDIT DIFFUSE COEFF AND CLICK CHECKER
LOOK FOR CLOUD > CONTRAST= 1+ > SELECT PART1 >MAKE COLLIDE (WITH
PLANE) > PARTICLE COLLISION EVENT EDITOR> PART1> TYPE EMIT NUM
PARTICLES 500> LIFESPAN MODE: RANDOM RANGE> LIFESPAN 1 > LIFESPAN RAND
.5> TURBULENCE : CUBE > MAGNITUDE: 50 > FIELD: DRAG (CUBE)> MAGNITUDE:
1.5> ATTENUATION 0 > RENDER TYPE: CLOUDS > ASSIGN NEW MATERIAL >
PARTICLE CLOUD> GENERAL: RADIUSPP>CREATE RAMP>EDIT RAMP> BLACK TO
WHITE TO GREYISH WHITE TO BLACK> ARRAY MAPPER MIN 1 MAX VALUE 3 >
OPACITY PP > CREATE RAMP > COLOR> CREATE RAMP> EDIT: GRAYISH WHITE
(MOST) TO BLACK TO RED ORANGE TO ORANGE TO WHITE > DO INCANDESCENCE
SHIT
DYNAMIC RELATIONSHIPS EDITOR>
------------------------

GROWING ANIMATED VINES USING PAINT EFFECTS:

- CV curve tool to design growth on object (eg statue)


- if multiple curves are made, combine by: Surfaces > Edit Curves
> Attach Curves (blend option)
- should start with only one strand that splits n times
- Render > Paint Effects (PE)> Get brush > PlantsMesh > ivy Mel >
(turn Shading ON) > brush on workspace and select ivy
stroke > AE: Global Scale = 0.3 > Length Min. = 0 >
Length Max. = 1
- Select the PE Stroke > PE Menu > Get Settings from Selected
Stroke > Select Curve made earlier > Curve Utilities >
Attach Brush to Curve
- Under strokeShape (AE): 'End Bounds' is used to animate >
Set Timeline to frame1 > Right click on Max Clip = 0
to Set Key > frame60 > Max Clip = 1
- Under strokeShape (AE): >Pressure Mappings > Pressure Map 1:
Scale > Under Pressure Scale, tweak Ramp by adjusting
position key by moving it down (so the the vine creeps
growing from tiny to actual size) and making a curve
to make it natural (7 shape) > Pressure Map 2:Num Leaves
> Pressure Map 3: off
- Select visible Stroke > Edit: Duplicate Special > Grp Under:
Parent; 1 copy; duplicate input graph >
- Under 'ivy' (AE): Tubes > Uncheck Tubes > Hide the duplicate
stroke > Select the ivy stroke (looks like tube) > under
'Twist': Check Forward Twist > Show hidden stroke
- Select stroke > PE Menu > Get Settings from Selected
Stroke > Select remaining Curves made earlier > Curve
Utilities > Attach Brush to Curve
- Select (new) vine strokes > Channel Box > Animate Max Clip
same as other vine (0 to 1) > Copy pressure mappings for
others
- For the Tube, select the first ivy tube made > PE Menu > Get
Settings from Selected Stroke > Select remaining Curves
made earlier (ivy strokes hidden)> Curve Utilities >
Attach Brush to Curve
- Set Pressure Map 1 of Tubes same as vines; turn off maps 2&3
> unhide other vines
- change the frames of other tubes so as to make a continuous
flow (right click Max Clip you set to key and 'Offset
keyframes') > do the same for vines
- Adjust vine thickness
- Make tubes run slightly ahead from vines by Animation Editor>
Graph Editor > Frame All > Select all > slide a bit to
the left
- Select strokes (strokeShape) > Pressure Map 3: Turbulence >
Pr Min. = 10 > Pr Max. = 0.5
- go to 'ivy' tab (AE) > Behavior > Turbulence > Turbulence
Type: World Force > Turbulence = 0.3 > Frequency = 5 >
Turb. Speed = 0.2 > Turbulence Offset: right-click one
box, Create new expression > Copy attribute name >
paste under Expression as:
ivy3.turbulenceOffsetX = ivy3.turbulenceOffsetY =
ivy3.turbulenceOffsetX = time;
- Select ALL strokes > Graph Editor > Select top keyframes >
Set Tangents: Flat
- TO RENDER:
> Select ALL vines > Modify > Convert > PE to Polygons >
Mental Ray rendering
-------------------------------------------

CREATING TORNADO (Fluids):

- create its shape using Curves (one side only)


- Select object > Surfaces > Surfaces > Revolve > adjust shape >Delete
(by type) History > Edit NURBS > Project Curve on Surface >
Rebuild Surfaces > Make # of spans U and V same as the Min&Max
Range of U&V in AE, when Applied, the Min&Max in AE turns to 1
- > nDynamics > Create nParticles > Create Emitter (balls) 2x >
Timeslider upto 500 > Renderer: Legacy Default Viewport >
Outliner: Select nParticle1 and ctrl select revolverSurface1 >
nParticles > Goal
- > Outliner: Select nParticle2 and ctrl select revolverSurface1 >Goal
- FOR BOTH nParticleShape1 & nParticleShape2 in Attribute Editor (AE):
[where * = 1 or 2]
> Goal Weights and Objects: Goal Smoothness=0 > Collisions:
Uncheck Collide & Self Collide >Add Dynamic Attributes:General
> Particle (tab): goalU & goalV
> Goal V: right-click on textbox, select Creation Expression >
Copy attribute name (nParticleShape*.goalV) > Paste under
Expression box as: nParticleShape*.goalV=rand(0,1);
> Goal U: right-click, Create Ramp> Lifespan > Lifespan Mode:
Random Range, Lifespan=5, Lifespan Random=1 > Particle Size:
Radius=1
> Goal V: right-click, Creation Expression > Select Runtime
after dynamics > Under Expression Box:
nParticleShape*.goalV+=0.15
- for nParticleShape2 > Goal U: right-click, Edit Ramp > click next
(box icon with triangle pointing right) to find arrayMapper2 >
Array Mapper Attributes: Min. Value=0.5, Max. Value=1
- for nParticleShape1 > Goal U: right-click, Edit Ramp > Ramp
Attributes: reverse from (left to right) white to black to
Black to White (delete 3rd key color gray) > Array Mapper
Attributes: Max Value=0.5
- Select nParticle1 > Dynamics > Fluid Effects: Create 3D Container
- Select nParticle2, nParticle1, & fluid1 > Fluid Effects: Add/Edit
Contents: Emit from Object
- Select fluid1 > AE: Auto Resize (check box)
- **Hide revolveSurface1, nParticle1 & nParticle2 to check**
- Unhide both nParticles > Select nParticle1 > nDynamics > nCache:
Create New Cache (select its tiny box for options)> Cache
format:mcx; One file; Time Slider; eval every 1 frame; same
every 1 evaluation > do same for nParticle2 but rename Cache
name to nParticleShape3
- Hide both nParticles, select fluid1 > AE: fluidEmitter* > Fluid
Attributes > Density/Voxel/Sec=20 (30 for fluidEmitter2);
Fluid Dropoff=1 > Fluid Emmission Turbulence: Turbulence=1
- Rotate fluid1 (in channel Box): Rotate X=90
- AE: fluidShape1 > Auto Resize: Auto Resize Margin=3 > Density:
Density Scale=1.0, Buoyancy=0, Dissipation=10.0
- Select both nParticles > nCache: Delete Cache
- Select and for emitter1&2 > Basic Emitter Attributes: Rate
(Particles/Sec) =1000
- Select fluid1 > AE: fluidEmitter1 & 2 > Basic Emitter Attributes:
check Use Distance > Max Distance=0.5
- Delete original curve > Unhide revolveSurface1 > CV Curve Tool: make
line in the middle of tornado > Modify: Freeze Transformations
> Select Curve (line) and shift+ select fluid (cube-ish thing)
> Fields: Volume Curve
- AE: fluidShape1 > check Disable Evaluation
- Unhide both nParticles > select volumeAxisField1 AE > Volume Axis
Field Attributes: Magnitude=25 > Volume Control Attributes:
Section Radius=40 > Volume Speed Attributes: Along Axis=0,
Around Axis= -10
- Select both nParticles > nCache: Create New Cache, rename to
nParticleShape4
- fluidShape1 > uncheck Disable Evaluation > Outliner: hide
revolvedSurface1 and both nParticles > set Timeline 'til 700
- Select fluid1 > Dynamics: Fluid nCache: Create New Cache: Options:
Rename as tut01, Cache time range: Time slider, Create
- AE: fluidShape1 > Opacity:Selected Position=0.635, Input Bias=0.126
> Lighting: check SelfShadow > Auto Resize: Auto Resize Margin=8, Max
Resolution=1000 > Dynamic Simulation: Damp=0.010, Friction=0.80,
Viscosity=0.1, Simulation Rate Scale=0.5, Solver Quality=500, High
Detail Solve=All Grids > Contents Details: Density: Density Scale=1.5,
Velocity: Swirl=10
- Select fluid1 > Dynamics: Fluid nCache: Create New Cache: Options:
Rename as tut02, Cache time range: Time slider, Create, Add and Blend
- AE: fluidShape1 > Base Resolution=20 > AE: fluidEmitter* > Fluid
Attributes: Density/Voxel/Sec=50 >
- Select fluid1 > Dynamics: Fluid nCache: Create New Cache: Options:
Rename as titt, Cache time range: Time slider, Create
- DON'T FORGET TO FUCKING SAVE, MOFO
- Outliner: hide volumeAxisField1 and curve1
- AE: fluidShape1 > Opacity: Input Bias=-0.345 > Display: Boundary
Draw=None > Incandescence: Incandescence Input=Center Gradient, Ramp
show Black to Blue (H:214.382, S:1, V:0.883) only (delete 2nd color) >
Opacity: at Selected Position=0 (on ramp), make Interpolation=Smooth,
Input Bias=0.395 > Textures: check Texture Incandescence and Texture
Opacity, Depth Max=3 >Color: Add another color to ramp(for left side),
Select Color=Dark Gray, Color Input=Density, Input Bias=0.882 >
Incandescence (for selected color blue): Input Bias=-0.597, Change
blue color of Ramp from V:0.883 to V:3.00 > Lighting: Shadow
Opacity=1.0
> PLAYBLAST: checked View and Show ornaments; Format:avi; Encoding
none; Quality=100; Display size: From window; Scale=1.00; Frame
Padding=4; checked Remove Temp Files and Save to file (indicate Path)
> Playblast

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