Groups > Design > 3dsmax Pflow > energy particle conondrum




energy particle conondrum

energy particle conondrum
Wed, 26 Jul 2006 19:03:01 PDT
You've got several options there. First of all, start with a material that 
has a single saturated diffuse colour, and set its transparency to additive. 
Don't bother trying to make a gradient from deep colours through bright 
colours to white - that'll never look like 
sparks/energy/lightning/space-magic. Additive blending of saturated colours
generates those colour transitions 
naturally and looks a lot better. Don't worry about the lack of an alpha 
channel, either - energy effects don't need them, and any compositor who 
says otherwise is just plain wrong.

For the particles themselves, you could use large-ish facing particles, with 
a face-mapped radial gradient for their material's opacity map. This lets 
you get away with using relatively few particles, which is great if the 
particles are moving in complex ways, but it takes a while to render, as the 
particles overlap.

You could use tiny (pixel-sized) facing particles instead, which will render 
faster, but you'll need many more particles to flesh it out, so it'll take 
longer to prepare geometry. This method's nice because you don't have to 
bother with an opacity map, and you can switch off antialiasing and go nuts 
with motion blur (not image motion blur, though), and still render in 
reasonable time.

To save on memory, use triangular particles instead. PArray etc. have a 
triangle primitive built in, but for PFlow you'd want to use Shape Instance, and

make sure you instance a single-faced object with no mapping coordinates, 
as those mapping coordinates are redundant on tiny particles and just waste 
RAM.


Probably the most important step in achieving the look you want is a partial 
blur applied in post, which of course requires that you render your 
particles out as a separate layer. If you have a compositing app like Combustion

or Digital Fusion, look around for tutorials on "specular bloom". If
you're 
doing this all in Max, you can get great results by adding a Blur 
render-effect, then under its Pixel Selections tab, increase the Brighten (a
lot) 
and reduce the Blend (a lot).


If you're having trouble with the particles' motion, your new best friends 
will be the Drag space-warp and the Wind space-warp's turbulence feature, 
and/or Blur Studios' RandomWalk and BlurWind space-warps, which you can find 
at http://www.maxplugins.de - and you may find the Displace warp's ability 
to affect particles with 3D procedural textures kind of interesting, too.

If you've ever watched the terrible TV show Farscape (fart-gags and leather 
fetishists in space), the methods described above were used for just about 
all the 3D energy effects, from season 2 onwards.

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