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..::icey age::..
Before we
start, let’s get a few facts sorted out. Max4’s own
particle system is not all that great, especially when working with
instanced geometry - Motion blur can go a little awry when working
with deflectors and the particles don’t “stick in the
ground” in the same direction that they were traveling. Add
to this if you’ve got any rotation going on then your particles
will just sit there and spin until hell freezes over. But now for
the good part – we can use anything as a particle emitter
and even particles themselves, which will help us greatly as we
progress through this task.
Ice Age
was put together by a multi-million dollar studio over a number
of years. We’re going to try this in about an hour or so,
so you can expect some quality difference! The first thing to sort
out will be our geometry for our cliffs, snow-covered ground and
sky. The cliffs are two separate objects – one main cliff
and one that falls. In the included scene on the cover cd you will
notice that there is a duplicate of the cliff objects. This is so
the rendered version is high polygon, but any selection areas generated
from the cliff’s surface area interacting with the ground
(which is tessellated in specific area for extra detail) is created
by the low poly version. This therefore keeps calculation times
down in the viewport and allows us to work faster.
The initial
mound of snow at the base of the cliffs is generated by displacing
the snow plane object around the area beneath them. This is produced
by using a Volume Select modifier with the entire cliffs chosen
as the selection area, falloff on this selection to create a gradual
strength and finally an Xform modifier to move the cliffs. These
modifiers are used as they are simple to use and also allow us to
refine geometry further down the stack later on if required as no
actual mesh editing has occurred. The falling ice block also displaces
the snow as it falls and travels across the scene. This displacement
is created in the same way as we created the initial buildup of
snow at the base of the cliffs, but this time animate the position
of the second Xform modifier so the selection area is raised gradually
as the ice falls and travels across the scene.
The ice
shards are never seen in the film to begin to emit from anything
– they simply appear, so the next part is simply guesswork
about when they are emitted. A basic geometry emitter is created
at the base of the moving ice block and it linked to the cliff with
it’s link inheritance limited to the direction of the moving
ice to prevent any unwanted translation. Using a Particle Array
system, we can choose the object as the emitter, edit the particle
type to tetra (or use instanced geometry if preferred) and edit
the lifespan, birth, size, death and other relevant parameters such
as rotation due to direction of travel. Add a little gravity to
make the particles fall back down to the snow plane after they are
emitted, and create a deflector with 0 bounce and 100% friction
to make them stick in the snow. This, unfortunately, can flip the
particles around so that they are not sticking out of the ground
at the same angle that they were traveling, but as the scene is
moving quite quickly, this isn’t that much noticeable. A Mesher
compound object is created and the particle array system is chosen.
This compound object allows us to edit particles as if they were
geometry (kind of a snapshot every frame), and therefore can be
used as another particle emitter. Another particle system is created,
set to facing particles, assigned a soft snow dust material and
the Mesher compound object as the emitter. The mesher object is
then hidden.
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Load
in the icey_age_initial.max file into 3ds max 4. A quick analysis
of the scene shows that there are different versions of objects
for the ice cliffs – a low and high polygon version for
the falling ice chunk and the same for the remaining stationary
cliffs. There is also an entire low poly cliff mesh to initially
displace the surface. The high poly chunk is also linked to
the animated low polygon chunk. |
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Select
the ground snow plane. Note that there has been some tessellation
to the surface to add extra detail in our displacements. Add
a Volume Select modifier and select the Ice Cliffs Proxy mesh
as the Volume type. Change the selection level to vertex and
increase the soft selection falloff to 500 with a pinch of 1.26.
Add an Xform modifier and move the gizmo along the Z axis to
raise the level of snow around the base of the cliffs. Hide
the Cliffs Proxy object. |
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Add a little
variation on the surface by adding a Mesh Select modifier to
clear the selection and add a Noise modifier or two to randomize
the surface a little. Using the previous step’s method,
we can now displace the snow for the moving ice chunk. Create
another Volume Select modifier and with the same settings (apart
from Falloff set to 800 and Pich to -2), select the Ice Chunk
Proxy object as the Volume type. Hide the Ice Chunk Proxy object.
Scrubbing the timebar will show the surface being deformed by
the ice as it passes through the geometry. |
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Unhide
the “Shards Emitter”. This is a non-renderable piece
of geometry shaped to emit the particles and linked to the low
poly ice chunk so it only inherits it’s forward motion.
Create a Gravity Spacewarp and point it downward. Create a Deflector
Spacewarp and size and position it so it is encompassing the
snow plane’s geometry and is at the same position along
the Z axis. |
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Create
a Particle Array system and select the Shards Emitter object
as the particle emitter. Amend the speed spinner to 50 and Use
Rate to 40 (these can be animated if required). Set the Emit
Start to 100, Emit Stop to 400, Life to 400, Particle Size to
70, Particle Size Variation to 100 and Grow and Fade to 0. Set
the Standard Particle Type to Tetra, and the Spin Axis to Direction
of Travel. Set the Spin time to 0. Assign the Ice material to
the particles. Bind the two Spacewarps to the particle system. |
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Create
a Mesher Compound Object. In the Modifier panel, select the
particle system as the chosen object. Scrub the timeline forward
and add a Volume Select modifier to the Mesher. Select Face
selection, check on Invert and check off Auto Fit. Move and
scale the Gizmo so that the stationary particles on the deflector
are not selected (ie within the Gizmo’s boundary). Create
another Particle Array System and select the Mesher object as
the emitter. Check on Use Selected Sub-Objects. Set the Use
Rate to 100, Start spinner to 100, Stop to 400, Display Until
to 400, Life to 15, Variation to 10, Size to 200, Variation
to 20, Grow for 15 and set the Spin Time to 100, Assign the
Snow Dust material to the particle system. Hide the Mesher object. |
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The cliffs
are simple polygons refined to create the smooth and slightly
rough ice. The meshsmooth finishing modifier can be turned off
if you like it a bit more rough! |
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And the
final render. Instanced geometry has been used in this instance
with a lot of object motion blur. You may wish to use image
motion blur for your scene to keep those render times down… |
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Zip file
to accompany - You may need to remap the "sky intense.bmp"
file when loading the scene into 3ds max. |
..::tips::..
Additional
debris like smaller shards can be created by cloning the initial
particle system, amending particle types, particle sizes and death
rates so they just simply trail off the further they travel from
the emitter. Don’t forget to use a different seed for the
particle system though!
To enable
the particles to gradually appear and not just all “turn on”,
you may wish to animate the birth rates, sizes and speed of the
main particle “shards” and offset the animation so it
co-incides with the falling of the ice block.
Try creating
various types of shard as geometry and using these as the particle
type. However, using the deflector spacewarp on a Particle Array
system that uses instanced geometry as the main particle type can
result in motion blur not working properly, or at all.
Third party
particle systems such as Particle Studio or Thinking Particles would
be excellent to recreate this effect, and would not create any motion
blur or rotational problems due to their event-driven architecture.
Additionally, better smoke and dust effects could be created using
volumetric plugins such as Afterburn or Pyrocluster.
The sense
of scale does not exist in the scene… create a decent background
plate for the ice block to cast a shadow onto. Also, place the odd
pine tree here and there so when we view the scene we can see the
respective size of the ice blocks!
As the particles
come to rest in the snow plane, you may wish to displace the snow
around the individual particle. This can be accomplished by creating
a Volume Select modifier on the plane and selecting the particle
as the selection method with slight falloff on vertices and extra
soft-selection bubble to create slight mounds. Add another Xfrom
modifier to the plane and displace it to generate the impression
of the snow being moved when the particle hits the plane.
Initially
published: 3D
World magazine, Issue 29, September 2002.
Copyright
© Pete
Draper, September 2002. Reproduction without permission
prohibited.
www.xenomorphic.co.uk |