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..::when worlds collide::..
Note
from the author:
The two animated sequences are referenced using .ifl files.
please render off the crack maker.max and fire wave maker.max files
and drop the resulting image sequences in the same folder as the
.ifl files so they can be referenced. The original tutorial came
with the sequences, but due to bandwidth and web delivery these
have had to be removed to reduce the total archive file size.
Due to space
restrictions, the planet maps have been reduced in size and have
been jpeg encoded. Should you find that the quality is not up to
your expectation, please download LunarCell from www.flamingpear.com
and output your own planet maps to whatever resolution you require.
Planets.
You just can’t resist blowing them up can you? The core elements
of a science fiction blockbuster movie involve something smashing
into another thing at great speed to result in some spectacular
pyrotechnics, which, when we’re starting out in 3D, is something
we love to recreate. A little further down the track, we can revisit
that old stomping ground and this time do it with a little more
experience under our belts!
The
process is relatively straight forward. Particles take up the majority
of the effects work, which are automatically emitted from the colliding
geometry. For effects shots like these, it’s best to automate
the procedure so we can manually tweak object collision / intersection
speeds and positioning to generate the best result as the debris
is automatically created. The shockwave(s) are created by using
animated UVW mapping which rush over several hemispheres to give
the illusion of a dramatic impact.
The
main key to creating realism here is the direction in which the
particles fly when they are emitted. Simply having them spray outwards
will not look plausible. For example, if you threw a ball into a
large mass of sand, the sand fragments will be displaced away from
the impact site and outwards. However, these fragments will deflect
off the crater created by the impact and therefore shoot out in
the opposite direction of the impacted ball’s trajectory,
before hitting the ball and deflecting outwards again. Therefore,
as we are going to be smashing together two different sized planets,
we need to bear this effect in mind for our own debris and pyrotechnic
effects.
But
before we can begin, we need to create our planets. Max’s
procedural planet map is good, but not all that great for what we
require. Therefore, Flaming Pear’s “LunarCell”
was used to generate the texture maps required; a demo of the software
can be found on Flaming Pear’s own website – www.flamingpear.com
should you wish to create your own texture maps. All the maps you
need can be found on the cover CD, so let’s destroy things!
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Create
a Sphere primitive with 128 segments and a radius of 100 and
rotate and position it as shown. Label it “Big Planet”.
Add a new UVW Map modifier to the stack. This modifier is to
display any fragmentation or dissolving effects we will add
to the sphere’s material later on. |
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Add
another UVW Map modifier to the stack and set it’s Map
Channel to 2. Set it’s alignment to X. This modifier will
allow us to mask out the planar mapping of the first UVW map
so that the effect applied to the material only appears on one
side by the use of a gradient. |
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Add another UVW
Map modifier to the stack and set it’s Map Channel to
3. Set the mapping type to Shrink Wrap. Using this, we can stretch
a map over the surface like a balloon (only pinches at one pole)
so a map can be pulled over the surface without stretching or
smearing at the sides. |
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Finally, add another
UVW Map modifier to the stack and set it’s Map Channel
to 4. Set the mapping type to Spherical. Rotate the gizmo so
it’s poles are vertical. This is to be our main mapping
for the planet’s main textures (ie it’s surface
textures) and will not be used for anything else. |
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Add a Volume Select
modifier to the stack. Set the Stack selection level to Face.
Enter sub-object level and reposition the Volume Select’s
gizmo so that the first 13 or 14 rings of polygons facing the
front viewport are selected as illustrated. This is to be used
to be our initial particle placement when the planets collide. |
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Clone the sphere
and label the new copy Rogue. Move the copy 300 units away to
the right of the Big Planet sphere and rotate it 180 degrees
so that the sub-object selections are facing one another. Amend
the radius of the Rogue sphere to 90. This will result in the
Volume Select being reduced in size, so amend it so that the
two object’s face selections are lined up as illustrated. |
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Over 500 frames,
animate the Rogue planet moving towards and intersecting the
Big planet. The intersection should begin at around frame 80,
then both of the planets travel in the same direction, with
the big planet travelling a little slower after being hit by
the Rogue planet. Therefore animate the rogue to frame 80, then
animate both to frame 500, but move the rogue inwards a little
further. Ensure that the big planet’s animation starts
at frame 80 by offsetting the key at frame 0 to frame 80. |
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To get a smooth
animation, you may wish to amend the position controllers of
the two objects. Select the Big planet and go to the motion
tab. Hilight the Position controller, select the “?”
button and choose Bezier position. Perform the same task for
the Rogue planet. Amend the in/out curves for each keyframe
to get a more realistic motion for the objects when they collide
instead of an abrupt start/stop. |
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You may find it
best to offset the 2nd keyframe of the rogue planet to frame
100. View the scene at frame 80 and open the 2nd keyframe’s
info. Amend the position of the Y axis value (which is what
is animated) so the spheres just touch. This way the Rogue will
not being slowing down until it is inside the other sphere. |
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Create a new Pyramid
primitive with Width and Depth of 1 and a Height of -5 in the
top Viewport. Set the Width and Depth Segs to 1 and the Height
Segs to 3. Label this Pyramid “Shard01”. Add a Twist
modifier with a 75 degree angle. Add a Noise modifier with Fractal
on and Scale and X Y and Z spinners set to 1. Clone the Shard
another 5 times and vary the settings to generate different
shapes as shown. |
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In the top Viewport,
create an SDeflector and label it “SDeflector Big Planet”.
Set the Variation to 10 and, Chaos to 50 and Diameter to 190.
Position it in the centre of the Big Planet sphere as shown.
Clone the SDeflector and label the copy “SDeflector Rogue”.
Position it at frame 0 in the centre of the Rogue sphere. Amend
it’s Diameter to 170. Link the relevant SDeflector to
the relevant sphere. |
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Create a Deflector
around the Big Planet sphere and link it to the sphere. Rotate
it 90 degrees along the Y axis so it faces the approaching Rogue.
Create another Deflector and position and link it to the Rogue
Sphere. Rotate it so it is facing the Big Planet. These deflectors
are to prevent any leaked particles coming through the rear
of the planets. |
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Create a Cylinder
in the front Viewport with a radius of 10, height of 4 with
5 height segments and 18 sides. Label it Fire Emitter. Add an
Edit Mesh modifier and delete the end caps. Add a Taper modifier
and set the amount to -0.1. Add a Noise modifier with a Scale
of 10, Fractal on and X Y and Z Strength to 1. Check on Animate
Noise. Animate the Radius and position of the cylinder so it
lies just above the intersection of the two spheres as illustrated.
Turn off Renderable in it’s object properties. |
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The particles we
require need to be born at the exact places of intersection,
when the two objects collide. The best way to do this is by
using particle spawn, but we don’t need the original particles.
Therefore create a box object and add a delete mesh modifier
to remove all polygons. This is just so the particle system
can be set to instanced geometry for the particle spawn. |
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Create a PArray
System and label it “PArray Big Planet Shards”.
Choose the Big Planet as the emitter and check on Use Selected
SubObjects. Select Use Total and set it’s value to 3000.
Set the Speed to 0, Emitter Start and Stop to 80 and Display
Until and Life to 1000. Set the Particle Size to 0.75 with 300
Variation and Grow and Fade For set to 0. |
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Set the particle
type to Instanced Geometry and choose the null Box object. Set
the Spin Time to 500 with 50% variation and the Spin Axis Controls
set to Direction of Travel. In the Particle Spawn rollout, enable
Spawn on Collision and set the Spawns setting to 10. Set the
Direction Chaos to 10 and the Speed Chaos to 20. Check on Inherit
Parent Velocity. Add all shards to the Object Mutation Queue.
Bind the particle system to all Space Warps in the scene. |
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Clone the Particle
System and label the copy “PArray Rogue Shards”.
Choose the Rogue sphere as the emitter. Create a new PArray
system and label it “PArray Fire”. Choose the Fire
Emitter as the emitter. Set the Use Rate to 5, Speed to 1, Variation
to 100, Start to 80, Stop and Display Until to 1000, Life to
100 with 50 variation, Size to 80 with 10 variation, Grow for
100 and Fade for 0. Change the seed of the system. |
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Set the Standard
Particle type to Facing. Set the Spin Time to 500 with 50 variation.
Bind the particle system to the two SDeflector Space Warps.
Clone the system and label “PArray Fire Trails”.
Set Speed to 1, Life to 50 with 40 Variation, Size to 3 with
50 variation, Grow For to 0, Fade for to 50, Spin Time to 200,
check on Spawn Trails in Particle Spawn. Set Multiplier to 2,
Direction Chaos to 2, Speed Chaos to 50 and enable Inherit Parent
Velocity. Bind the system to the Deflector Space Warps. |
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To finish off the
Fire trails, animate the speed reducing from 2 to 1 from frames
80 to 200, and also animate the Birth Rate from 5 to 1 over
the same timeframe. Clone the system and set a new seed so that
the particles are not emitted in exactly the same place! Hide
all particle systems for the time being. |
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Clone the Big Planet
sphere and label it “Big Planet Clouds”. Remove
the Volume Select modifier and all keyframes. Link the Clouds
sphere to the planet. As we are going to be using the mapping
later on, we don’t want to amend it. Therefore, simply
scale the Cloud sphere up to 101% (an increase of 1%). Clone
this sphere and scale up again by 1%. Remove all modifiers and
label it “Big Planet Atmosphere”. |
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Clone the Rogue
sphere and label it “Rogue Atmosphere”. As this
planet has no cloud layer, we don’t need an additional
sphere. Therefore, remove all modifiers and keyframes from the
sphere and link it to the Rogue sphere. Scale the Rogue Atmosphere
sphere up by 1%. Turn off shadow casting for both Atmosphere
spheres. |
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Create a sphere
with 180 radius and 128 segments in the front Viewport and position
it in the left Viewport so it’s right side is in the center
of the Fire Emitter. Label this Shockwave01. Using a Volume
Select modifier, select the faces on the left hand side of the
sphere and a few rings of those on the right hand side as illustrated.
Add a Delete Mesh modifier to the stack to remove the polygons
and a Mesh Select modifier to clear the Sub-Object selection. |
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Add a UVW Map modifier
to the stack and set it to Cylindrical. Scale it along the X-axis
to about 180% of it’s original size and animate it so
it travels completely along the sphere from frames 80 to 200
and so no part of the gizmo overlaps the sphere at the start
or at the end of the animation. Add another UVW Map modifier,
set to Cylindrical and set the Map Channel to 2. |
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Turn off animate
and scale the Shockwave geometry to 180% in the front Viewport
along the X & Y axis. Scale it to 150% along the Z axis
and reposition it so it’s right side is in the center
of the Fire Emitter in the left Viewport. Link it to the Fire
Emitter. Turn off cast and receive shadows for the object. Clone
the Shockwave and scale it to 125% along the X & Y axis.
Reposition as before. Clone and mirror as illustrated and link
all Shockwave objects to the Fire Emitter. |
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Create a new material
and label it “Shockwave”. Check on 2-Sided, Self-Illumination
and Additive Transparency. In the Diffuse slot, add a Gradient
Ramp map, turn off U and V tiling and enable V mirroring. Increase
the V Tiling spinner to 2 and enter -90 in the W angle spinner.
Design the gradient as shown using yellow and red colours. Use
a Turbulence noise type with 0.05 Amount, Size 2, 10 levels
and animate the phase from 0 to 2 from frames 80 to 200. Create
the Output Colour Map as illustrated. |
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Instance copy the
gradient map to the self-illumination slot. Add a Mask map in
the Shockwave material’s opacity slot. Copy (not instance
copy) the gradient ramp map into the map slot and change the
red colour to black and the yellow colours to white. Copy the
Mask’s map gradient to the Mask slot and increase the
V tiling to 4 and the Map ID channel to 2. Turn off Enable Colour
Map. Set the amount to 0.1 and the Size to 4. |
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Create a new Shellac
material and call it Shockwave Shellac. Instance copy the Shockwave
material to the two slots in the Shellac material and increase
the Shellac Colour Blend to 100. Assign the material to the
Shockwave geometry, and rotate the geometry individually so
no mirroring or repetition is visible. |
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Create a new Oren
Nayar Blinn standard material. Set the Diffuse colour to RBG
105,166,207. Check on Self-Illumination. Create a Mask map in
the Self-Illumination slot, add a Fresnel Falloff map in the
Map slot with it’s side slot set to the diffuse blue colour,
and the Mask slot to a default Fresnel Falloff map. Copy the
Self-Illumination slot to the Opacity slot and change the blue
colour of the Falloff map in the Map slot to white, change the
Falloff type of the map in the mask slot to Shadow/Light and
amend the Mix curve. Assign this material and a copy of it (tinted
brown instead of blue) to the Big planet (blue) and Rogue planet
(brown). |
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Create a new material
and label it “Fire Trails”. Set the diffuse to white,
check on Face Map and Self-Illumination. Add a Particle Age
map to the Self-Illumination slot and set Colour #1 to yellow,
Colour #2 to orange (with Age #2 set to 5) and Colour #3 set
to red (with Age #3 at 60). Add a Mask map to the Opacity slot
and add a Particle Age map to the mask slot. Set Colour #1 to
a light grey, Colour #2 at Age 20 to near-black and Colour #3
to black. |
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In the Self-Illumination
Mask’s Map slot, add another Mask map. Add a Gradient
map to the new Mask’s Map and Mask slots. In the Map gradient,
check on Radial and enter 0.6 in the Noise amount, size of 3.1,
using Fractal noise. In the Mask’s other Gradient map,
set the type to Radial and colour 2 to white. Unhide all particles
and assign this material to the Fire Trails particle systems. |
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Copy the Fire Trails
material and label it Fire. Set the transparency type to Additive
and instance copy the Particle Age map in the Self-Illumination
slot into the Diffuse slot. Set it’s Age #2 to 10 and
Age #3 to 100. In the Opacity Mask’s Particle Age map,
set Colour #1 to a mid-grey and Age #2 to 30. In the Opacity
Mask’s Mask map, change the Map gradient’s noise
size from 3.1 to 2 and set the Mask gradient’s Colour
2 to mid-grey. Assign this material to the Fire particle system. |
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Create a new material
and label it Debris. Set the diffuse colour to red and check
on Self-Illumination. Create a Falloff map in the Self-Illumination
slot and set the Front Colour to yellow and the Side colour
to red. Amend the Mix Curve as illustrated. Add a noise map
to the Bump slot and increase it’s value to 100. In the
Noise map, set the Size to 0.1 and set to Fractal. Assign this
material to the Shards objects. |
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Select the PArray
Big Planet Shards particle system and ensure Instanced Geometry
is selected under Mat’l Mapping and Source. Click on the
Get Material From button. Perform the same operation for the
PArray Rogue Shards system. |
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Load in the wwc_materials.mat
materials library. Here you will see the individual components
of the Big Planet Clouds, Big Planet and Rogue planet material
that include the final scorched materials. These are composited
using animated texture maps generated from the additional 3ds
max files – “crack maker.max” and “fire
wave maker.max”. More explanation about how they were
created can be found in the side columns of this tutorial. |
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Assign the relevant
materials from the included library to the relevant objects
in the scene. Create a direct light and, using the highlight
tool, position it just off the perpendicular of the Big Planet.
Set it’s shadows to raytraced and to exclude all particle
systems and shockwaves from receiving light and casting shadows
from it. |
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Add additional debris
if required by either increasing the shard particle count or
use additional geometry (eg: snapshotted particle fragments
of a sphere) to create the desired effect. You may also wish
to increase the amount of ambient light in the scene to see
the dark side of the planets. The only thing left to do is to
add a brightness & contrast effect and render! |
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Zip file
to accompany. |
..::tips::..
Due to space,
the planet’s materials setup has been provided ready to be
assigned to the scene’s geometry. However, a breakdown of
the materials is in order.
At the bottom
of the material tree sits the main planetary material. This comprises
of an Oren Nayar Blinn standard material. As air desaturates colour,
in the diffuse slot we mix two maps - one normal map and one greyscale
- together using a perpendicular falloff map to create this effect.
The specularity of the material is handled by another map as the
sea would have a higher specular value than the land. To add a slight
glow to the edge of the object, we also use falloff maps in the
self-illumination slot; a fresnel map to create the colour, which
is masked with another falloff map set to shadow/light. This ensures
that only the lit side of the object has this rim glow. An additional
map is also mixed with the rim glow effect to create a blurred orange
glow to give the impression that the fire around the impact site
is illuminating the surface of the planet. Finally, additional texture
is applied by using the bump slot. In this slot, a procedural noise
map (for the sea surface) is mixed with a bump map of the land (generated
by LunarCell) using an additional black and white map that separates
the land from the sea (white for land, black for sea).
This base
material is then mixed (using another Blend material) with a Fireball
material, using a modified component of the fireball material; a
smoke map of the same size containing an animated map to mask the
smoke’s white slot. The fireball material consists of another
Oren Nayar Blinn self-illuminated material. The colour and texture
is constructed using nested smoke maps to create a falloff within
the smoke. This is also created by using different exponent values
to control the way the colours are overlaid. Additionally, to create
a gradient of colour emitting from the impact site, a gradient ramp
map is used as the main colour in each smoke map, each with different
gradient colours; for example white to yellow to orange, orange
to red which is mixed with black. The same smoke tree is used in
the self-illumination (along with a falloff map to create a glowing
rim effect) and the bump slots.
This blend
material is then mixed with a material designed to create an intense
glow. Using a different animated texture, it is masked out so it
only appears around the main impact site. This mask is then blurred
so it is slightly fainter than normal, but adds a subtle glow around
the main impact site. This glow is added to create a slight self-illumination
effect that appears as it is has been emitted from the final (following)
material…
At the Top
level sits the Cracks Blend material. This mixes the lower materials
with a very bright material, using an animated map (planar mapping
UVW1) with a gradient mask (UVW2) across it so the map does not
appear on the rear of the planet. This glow material (which is the
same material as the one lower down) is comprised of several Falloff
maps overlaid to create a slight gradient depending on the distance
from the perpendicular (a similar effect could be derived from using
a Gradient Ramp map set to Normal).
Using mixes
and masks allows us to design our materials separately and composite
them together at the very last stage. The main difficulty of this
procedure is to design the individual materials and how they should
behave and interact with one another (eg the self-illumination glows
on one material “emitted” by the other blended material).
The other planetary material (Rogue) uses exactly the same tree
structure and materials; infact they are instances, which makes
any amendments a lot easier to handle, apart from it’s base
planetary map.
The Cloud
layer’s material is constructed in a similar way to a base
planetary map. A standard white material is self-illuminated using
the same (instanced) map setup as the Big Planet’s atmosphere
mask with an amendment or two (namely the omission of the fire glow).
It is masked out using a bitmap of a procedural cloud map outputted
from LunarCell, which is in turn masked out using the fire glow
animated mask, which is blurred to give the appearance of the cloud
layer evaporating as the fire grows. The bump map (another outputted
map from LunarCell) is constructed ina similar fashion.
The animated
masks were created using animated Gradient Ramp maps derived from
two additional scenes (included on the cover CD, should you wish
to output your own animated maps or to render them off at a higher
resolution). But why not use an animated gradient in our scene instead
of a rendered version? This is because you cannot blur procedural
maps as you can bitmaps, so an animated map of the growing gradient
map had to be pre-rendered.
Initially
published: 3D
World magazine, Issue 36, March 2003.
Copyright
© Pete
Draper, March 2003. Reproduction without permission prohibited.
www.xenomorphic.co.uk |