By Pete Draper
Второе издание сборника туториалов Deconstructing the weather with 3ds Max.
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Extra resources for Deconstructing The Elements with 3ds Max - Second Edition
M - - . Information: The final step sees us adding a subtle glow to each flame which is being controlled by the Material Effects ID we set earlier on. The resulting animation gives us a convincing effect, not only because of the animation of the flame, but because of the animation of the lighting. You may also want to add some Image Motion Blur to the particles to get them to smear together a little. You may find that this scene renders quite slowly. To speed it up a little, try reducing the Shadow Map's Size to 256 for each light.
7. Enable Auto Key at frame 400 and set the Phase t o 3. - --- : I I b' -- - ---- -. -7 L -- -. --. - -r I - . ----------------- - P'-T"-7 -- r j j i 3, . J = . _. . -- . . - . - . -, 52 FIRE back off. Copy this map into the Color 2 slot, go into this map and rename it t o Small Smoke. 002, Iterations t o 20 and Exponent t o 1. Set Color 1 t o RGB 185,185,185 and Color 2 t o white. Information: The Mask in the Bump map is so that the glowing fire is not assigned any bump at all. The bump only comes into play once the particles have reached a certain age, at which time the material colors have started to change and the self illumination is being broken up into embers.
This causes two things: firstly that the flame becomes longer and more intense, and secondly that as the flame intensifies it burns up more material, therefore reducing the flame and breaking up its shape. This causes parts of the flame (normally the trailing end) to become detached from the main 'body' and, as there is no more wood left to burn, the flame dies out. This could be simulated by using FFL) modifiers to sculpt the flame and also careful use of Slice modifiers to create the gap in the flame.