Particles and Fields in Software

Draw QR Code 2d barcode in Software Particles and Fields

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Particles and Fields
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Tutorial: Build an Explosion
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With some of the basics of working with particles, emitters, and fields now covered, we are ready to put them to work and create something This tutorial takes you through the process of building an explosion To accomplish this task, we will use some of the basics covered so far in this chapter and introduce some additional tools and concepts that show Maya s power in creating effects of this type For this shot, we want to create a cannon shooting a laser blast at a group of objects When the laser blast hits the objects, an explosion will occur In some cases, you might want to render the laser blast and explosion separately and composite them together later in a compositing package While this is optimal for high-end postproduction, let s say that in this case we are just trying to previsualize a concept and don t have time to go back in to match and composite an explosion at every laser blast collision We do, however, want to impress our client and give them a sense of how dramatic a good explosion would be in the scene We will begin by creating the explosion This will entail creating an emitter that emits the initial stage of the explosion Once this is in place, these particles will emit a second particle group to represent fire and smoke trails Fields will be added and their attributes fine-tuned until we have the look and behavior we want Then we will model some simple geometry and use the Instancer to link them to the particle object This will replace the particles from the initial explosion with actual modeled geometry Then we ll set up the cannon and use particle collision events to emit the explosion particles when the laser blast collides with the objects
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For each of the illustrations used in this section, animated examples can
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be found on the accompanying DVD It is a good idea to have these available as you go through the tutorial, if possible
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Create the Explosion
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Before we set up the cannon and laser blast that will cause the explosion, we will create the explosion itself We ll start with an emitter and rough out the overall size and span of the explosion
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Set Up the Emitter
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Choose Particles | Create Emitter r and reset the options to their default settings (Edit | Reset Settings) Click the Create button to create the emitter This will create two nodes an emitter node and a particle node Name the emitter node Emitter_Explosion and the particle node particle_debris
Maya 8
The Complete Reference
Edit some of the emitter s attributes With the emitter selected, press CTRL-A or click the Show Attribute Editor button on the status line to bring up the Attribute Editor Change the Emitter Type attribute to Directional Then scroll down to the next folder in the Attribute Editor, Distance/Direction Attributes Change the Direction X attribute to 0 and set the Direction Y attribute to 1 You may also wish to use the Show Manipulator tool to edit some of these attributes in the view window Play back the animation to see the results Now that the emitter is pointing in the right direction, we need to adjust the Spread attribute This widens the angle of the particles that are emitted from the emitter The last attribute in that Distance/Direction Attributes folder is called Spread A value of 1 would emit in a full 180-degree spread We want it just less than that, so change this to a value of 08 The view should look similar to this illustration
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Some of the
particle display attributes have been modified for some of these illustrations Since these will all be modified later to resemble fire and smoke, it is not necessary for you to change these attributes now
As this explosion occurs, the emitter should emit for one frame only To specify this, we can key the Emission Rate Make sure that the Time Slider is at frame 1 Set the Rate (Particles/Sec) attribute to 0 Right-click this attribute in the Attribute Editor and choose Set Key to set a key for that value at frame 1 Move the Time Slider out to frame 3 and set another key for a Rate attribute to 0 Go back to frame 2, change the Rate to 2000, and set a key Now when you play back the animation, the emitter will emit a short burst of particles
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