Rocket
Rocket
Rocket
Maya’s particle system is a powerful and extensive collection of tools and features
for simulating a variety of effects such as dust, sand, fire, clouds, explosions, smoke,
and liquids. Effects such as these are found in countless feature film and broadcast
shots and have become part of every day effects work for many in the industry.
This tutorial explains how to set up and render a rocket launching. The focus is
placed on setting up the smoke trail of the rocket using software particles.
The following topics are discussed:
■
What are particles in Maya?
■
Creating particles and emitters
■
Parenting an emitter to animated geometry
A Taste of Maya
■
Adjusting particle attributes
■
Adding fields to affect particle motion
■
Keyframing emission rate in the Graph Editor
■
Changing particle radius with respect to particle age
■
Assigning shaders to particles with Hypershade
■
Rendering considerations.
Rocket Launch Questions? visit www.aliaswavefront.com/tasteofmaya
Note: Before you start: This tutorial requires Maya scene files. If you haven’t installed the tutorial files go to the
“Try Maya” section of the “Taste of Maya” CDROM to install.
Starting Maya: You can start Maya by double-clicking the Maya 2.5 Evaluation icon on the desktop or from
Start → Programs → Maya 2.5 Evaluation → Maya.
In Maya: Once the tutorial files have been installed you will need to set the current project in order to access
the Maya scene files. To set the current project from within Maya select File → Project → Set... and
Navigate to the directory where you installed the Maya scene files. Select the directory: Maya_tutorial_data
and press OK.
Rocket Trail
To create the smoke trail in the above image three different particle objects that each have slightly
different motion and shading characteristics. All three particle objects will be emitted from one emitter
that is parented to the rocket.
“thick” particles: provides base layer of particles for chunky appearance
“softer” particles: provides a layer of wispiness
“trail” particles: used to simulate the streaking effect in the smoke trail.
Once you tune the motion and emission of the particles using fields and animation curves, lighting and
shading will be added then you will render.
2 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya Rocket Launch
■
Select Particles → Add Emitter → ❐, and set the following:
Emitter Name to thrustEmit;
Emitter Type to Directional;
Max Distance to 5
Min Distance to 1
Rate to 45;
Spread to 0.15;
Direction X, Y, and Z to -1, 0, 0 respectively;
Speed to 150;
■
Press Add then Close
Min and Max distance determine a distance from the emitter in which emission can occur. The
values are used here keep the particles from overlapping with the tail of the rocket. Rate is the
number of particles per second emitted, Speed controls how quickly the particles leave the
emitter.
Note: Make sure Playback Speed is set to Free in Options → General Preferences → Animation. Otherwise,
the emitter may appear to “sputter” particles instead of providing a constant emission.
■
Open Window → Outliner to see the newly created particle object called particle1 and thrustEmit
emitter.
■
Double click on particle1 in the Outliner and rename it thick
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed A Taste of Maya 3
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Rocket Launch Questions? visit www.aliaswavefront.com/tasteofmaya
Tip: To create a “stand-alone” emitter that does not get placed within an object hierarchy you can use Particles
→ Create Emitter. This emitter can still be parented to an object later if desired.
4 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya Rocket Launch
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed A Taste of Maya 5
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Rocket Launch Questions? visit www.aliaswavefront.com/tasteofmaya
■
Set lifespan to 5 in the Render Attributes section of the Attribute Editor
Adding Fields
Fields act like forces to move the particles around in different ways. Here you will add gravity, turbulence,
and radial fields and connect them using three different methods.
6 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya Rocket Launch
An Attenuation of 1 causes the field influence to diminish over distance causing particles further
away from the field to be less turbulent.
■
Press W to invoke the Move tool then translate the field’s icon to roughly the same location as the
thrustEmit object (near the back end of the rocket).
■
With the field still selected, Ctrl-select the thrust geometry object in the Outliner (not the emitter),
then Edit → Parent
This causes the field to follow along with the rocket.
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed A Taste of Maya 7
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Rocket Launch Questions? visit www.aliaswavefront.com/tasteofmaya
8 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya Rocket Launch
Note: The particles disappear because radiusPP is currently 0. In cases such as this where a radius and radiusPP
attribute are present, the radiusPP values override the radius attribute.
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed A Taste of Maya 9
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Rocket Launch Questions? visit www.aliaswavefront.com/tasteofmaya
10 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya Rocket Launch
Tip: If there are too many particles for you to see what is happening or if the playback is too slow you can
temporarily lower your emission rate in the Graph Editor or lower the Level Of Detail attribute on the
particle object. Temporarily setting the Render Type to Points will also help.
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed A Taste of Maya 11
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Rocket Launch Questions? visit www.aliaswavefront.com/tasteofmaya
Rendering
Now the focus will shift to getting these particles to render like smoke. You will use a scene file that has
some additional particle objects added to it and which has lighting set up for you. Your task is to assign the
appropriate shaders to the particles.
2 Using Hypershade
The Hypershade window is where you build and assign shaders in Maya.
■
Open Windows → Outliner and select thick
■
Shift-select the thickClouds shader in the Hypershade window
■
RMB on the text label of thickCloud shader and select Assign Material to Selection
■
Repeat the process for softer and trail except assign the softCloud shader to both of them instead.
12 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya Rocket Launch
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed A Taste of Maya 13
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Rocket Launch Questions? visit www.aliaswavefront.com/tasteofmaya
Softer Trail
A small render of each particle object and the default particle shader
Tip: Press the 1:1 button in the Render View window to view the Render at the accurate aspect ratio.
14 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya Rocket Launch
Lighting
The lighting in this scene is set up so the particles are lit independently of other objects. Two directional
lights illuminate the rocket and one spotlight illuminates the particles. There is also a colored point light
that is parented to the back of the rocket.
■
Lights can be created using the Lights menu under the Rendering menuset. Press t with the light
selected to invoke special manipulators.
■
A spotlight with linear decay, a slight color tint, wide cone, and high intensity work well for this
shot.
■
Setting Illuminates by Default to OFF on the lights allows you to set up light linking relationship
so certain lights only shine on certain objects. Light linking is done using Window → Relationship
Editors → Light Linking → Light Centric. Pick the desired light on the left and the objects you
want it to illuminate on the right.
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed A Taste of Maya 15
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Rocket Launch Questions? visit www.aliaswavefront.com/tasteofmaya
■
Experiment with the placement of lights in the scene or try creating some of your own to see how
they affect the rendered image.
■
Raytraced Shadows: In order for the particles to have self shadowing the scene must be raytraced
with raytraced shadows on the lights. To enable raytraced shadows select the light and enable
raytraced shadows in the shadow section of the Attribute Editor. This is another benefit to linking
lights. You can use depth map shadowing (which render faster) on lights linked to geometry in
the scene.
■
In the above image, The upper smoke image is lit from above and rendered without raytracing.
The lower smoke trail was raytraced with raytraced shadows, it contains shadows within the
smoke volume.
■
Motion Blur: 2D motion blur adds realism for the rocket motion. Note that particles do not get
motion blurred. Keep this off when test rendering.
■
Anti-Aliasing Quality: Set to 3D Motion Blur Production when rendering the final shot, use
Preview quality when doing test renderings.
■
Shadows obey light linking: Located in the Render Options section, this option must be enabled so
shadows from particles do not cast onto the rocket (the rocket is lit by different lights).
■
The scene file rocket_final.ma contains all of the above render global settings and is set up for a
final quality render pass.
Better Illumination
Better Illumination is a checkbox option found on the particle object just below the render type setting in
the Attribute Editor. Enable this option when doing final renders only. This option is for cloud particles
16 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya Rocket Launch
Conclusion
only and increases the quality of the lighting on the particles and helps to prevent artifacts and shadow
popping.
CONCLUSION
You have now seen how a typical software particle workflow session is done in Maya. To recap, this
tutorial covered the following areas:
■
Creating particles and emitters
■
Parenting an emitter to animated geometry
■
Adjusting particle attributes
■
Adding fields to affect particle motion
■
Keyframing emission rate in the Graph Editor
■
Changing particle radius with respect to particle age
■
Assigning shaders to particles
■
Rendering considerations.
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed A Taste of Maya 17
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.