Top Banner
Sparks with Particle Flow In this tutorial we will be creating some sparks, kind of like you see from a welding torch. As always, try to get as many reference images as you can before jumping in to a 3D project. To start, we need to create an object that will be used as an emitter for the sparks. Depending on what you are needing the sparks for and the direction you want the sparks to take will determine what kind of object you will need. For this I have created myself a slightly modified cylinder, with a 2.5 radius. As this is a fairly advanced tutorial, I am not going to go into the creation of simple objects here, you should be able to do this by now on your own and I'm sure you can. Once we have our emitter, we will need to create ourselves a particle flow source. There are a few ways to do this, first you should be able to hit 6 on your keyboard to bring up a blank particle flow window.
33

Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Jun 05, 2018

Download

Documents

dinhnhi
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Sparks with Particle Flow

In this tutorial we will be creating some sparks, kind of like you see from a welding torch. As always, try to get as many reference images as you can before jumping in to a 3D project. To start, we need to create an object that will be used as an emitter for the sparks. Depending on what you are needing the sparks for and the direction you want the sparks to take will determine what kind of object you will need. For this I have created myself a slightly modified cylinder, with a 2.5 radius.

As this is a fairly advanced tutorial, I am not going to go into the creation of simple objects here, you should be able to do this by now on your own and I'm sure you can. Once we have our emitter, we will need to create ourselves a particle flow source. There are a few ways to do this, first you should be able to hit 6 on your keyboard to bring up a blank particle flow window.

Page 2: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

If hitting 6 does not work, the reason is most likely that the Keyboard Shortcut Override Toggle button is not turned on.

If that doesn't work you can always go to your Create Tab, and in the drop down menu under Geometry select Particle Systems from the list. Then Click on the button that says PF Source (PF=Particle Flow) and drag out the icon in your scene someplace. It does not matter where you put it.

Page 3: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Once you have the Particle Flow Source in your viewport, select it and go to the modify tab. If you hit 6 and it worked, then the window for Particle Flow should already be open. You will have a screen that looks like this.

Page 4: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

If the window is not blank, don't worry. Just click and drag a selection box around what is in the light grey area and hit the delete key on your keyboard. Like below.

Page 5: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Once your window is nice and clear, we will add some things to it. Start by right clicking in the light grey area, and in the menu go to New -->Particle System--> and Empty Flow, like below.

Page 6: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

A new box appears in the empty grey area on your screen and is labeled PF Source 01 (Depending on how many you have in the screen, the number will count up. Mine is at 02 because I already have one put together in my file that I am creating this tutorial via. You will also see a little teapot icon named Render 0_ (Geometry)

At this point before moving on, we will change some settings for the entire event. Click in the grey title bar above, the dark grey title will become white to let you know you have it selected, then right click in the same area and in the menu go down to properties.

Page 7: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

The Object Properties window will appear:

Go to the area in the bottom right hand corner of the window just above the OK button, and make sure to check the Motion Blur 'Enabled' box, and then check the' Object' Radial button. Then Click OK, to save the settings and close the window.

Page 8: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

In the settings on the right hand side of the PFlow window, go down to Quantity Multiplier: In the Viewport setting, change this to 100% so we can see all the particles in our viewport window without having to render it first. Also, it's a good habit to change the Particle Amount Upper Limit to a higher number so it doesn't automatically limit you on the number of particles you have in your view. I tend to just add all the zeroes it lets me to the default number.

Once you have changed these settings go back over to your Flow Chart area (the light grey area).

Page 9: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

We are going to need to add some more things called" Operators" to our flow chart, these things can be dragged and dropped from the bottom pane in the window, the white area with the list of items underneath the flow chart display area. We will start by adding A Shape Operator to the Flow. Click on and Drag out a Shape operator from the bottom pane, to the PF Source box in our Flow Chart, directly under Render 0_ (Geometry), a blue line will appear underneath it when it is ready for you to release the operator. Illustrated below:

Page 10: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

The blue line that appears when it is ready to be dropped

The Shape 0_ (Cube 3D) will appear below the Render operator. Click on the Shape operator to bring up the settings on the right.

----------------------------------------------------> We will change the Drop Down where it says Cube, to Sphere 20-sides The Size setting will depend on your scene of course, but for our purposes I have changed it to 0.4 That is all the settings we need to worry about here for now.

Page 11: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Next we will need to add a Birth event to our Flow Chart. This time, drag it from the operators pane, to the empty grey are in your flow chart area, directly below the PF Source box. Like this:

Page 12: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

The result is a second box of operators is added to our flowchart, this one contains the Birth Operator, and a Display operator.

-------------------------------> We are going to need to connect the top PF Source box, with our bottom Event box, by dragging the dangling blue dot from under the top box, to the empty circle on top of the second box and then let go. A dotted line should connect the two like above. Now these two Source and Event are linked and one will follow in our particle system after the other and carry it through to the end. First, select the Birth operator, and we'll adjust those settings on the right side of the window.

Change the Emit Start and Stop to 0 - 100 so the particles are emitted through the entire scene. Then change the Amount to 100, we can always increase or decrease this as necessary for your animations.

Page 13: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

We'll get to changing the display in a few minutes, since it automatically adds it when creating a Birth operator we are going to have to add some more operators between it and the Birth operator. From the operators list below, drag and drop a "Position Object" operator to our Event 0_ box just between the Birth, and the display. Like this:

-----> If you did it correctly, the Position Object 0_ (None) will show up between Birth and Display in our Event 0_ box. ^^

Page 14: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Next lets adjust our settings for the Position Object operator. Select it so the settings display on the right. In the Emitter Objects: area, click on Add or By List and select the object your created in the beginning to add it to the PFlow as the new emitter for your particles. In my case I named my modified cylinder particlestart, and it now shows up in the list of Emitter Objects: You can add multiple objects to this list if you wish your particles to emit from more than 1 object. Just this one for our purposes now. That is all for Position Object settings.

Page 15: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Next we'll drag a Speed By Surface operator out and drop it between the Position Object, and the Display operators just like we did before.

Let's work on the settings for this operator now over to the right.

Page 16: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Here is where we adjust the speed of our particles, we are doing so by telling it to speed up (from the surface) of our object and out to a specified distance. Make sure the settings match with the above image like so Set the drop down to Set Speed Once Speed to 144.0 Variation 0.16 we want very little difference in the speed of our particles In the Surface Geometry: Add your Cylindrical object that we used as our emitter the same way we did before. Down a bit to where it says Direction: now Set the drop down to Surface Normals - So it sends out particles based on the way our polygons are facing and the Divergence to 30.0. This one is a biggy, this tells our sparks to emit in different directions from the surface of our object instead of in a straight line. That is all for the Speed settings!

Page 17: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Next we are going to need to add something to our seen that will make our particles arc over the way the sparks in our reference image do. We will create a gravity space warp to accomplish this. So minimize your PFlow window and return to your viewports. Once there, go to the create tab again, and then over to the right until you see the Space Warps button, and then select Gravity from the menu.

Then, drag out a Gravity Space Warp icon in your TOP viewport. When you have done this you should see the icon in your scene, and you can position it wherever you like, as long as the arrow is pointing downwards toward your spark emitter, like this:

Page 18: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Then make sure you have the gravity icon selected and go to your modifier tab to adjust its settings. <--- Make sure it's Strength is set to a low number, like 0.2. This can be adjusted depending on how much you want your sparks to arc. Now un-minimize your Particle Flow window, or hit 6 to bring it back up again if you closed it.

Page 19: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Now we need to drag and drop a "Force" operator in between our Speed By Surface and Display operators the same way we have done the others.

With Force 0_ (None) selected, go to the right to adjust its settings. Click the By List button, and add the Gravity space warp that we just added to our scene.

No other settings need changed for this one.

Page 20: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Next we are going to make the trails our sparks leave behind. Drag and drop a "Spawn" operator to your Event list, but this time place it at the end of the list, after the Display operator.

With the Spawn operator selected go to the right to adjust the settings. <--- Mark the By Travel Distance radial button, and then make your Step Size 0.18. <--- I have made the Offspring # a 2, change this depending on how long you want your trails to be. That's all we'll change here for now.

Page 21: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Next, drag and drop a "Delete" operator to your list after Spawn.

Then with Delete 0_ (all) selected, go over to the right to adjust the settings.

Make sure the By Particle Age radial button is selected, and change the Life Span to 20, with a variation of 10. This will tell our main particles to delete after 20 frames of being active.

Page 22: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Next we need to tell our trails to delete after being active for a few frames. To do this, we are going to drag another "Delete" operator to the Flow Chart area, but instead of putting it in the current Event list, we are going to drag it out separate from it.

Page 23: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Then we'll need to connect our Spawn from the first event list to the new event list by dragging and dropping the blue node next to Spawn, to the empty circle node above the new delete.

-------------> Next, make sure your new Delete is selected and go over to the right to adjust its settings.

Again, make sure By Particle Age is marked, and change Life Span and Variation to 10.

Page 24: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Next drag and drop a "Material Dynamic" operator in between our new Delete and the new Display. <--- Now go over to the right to adjust the settings.

Bring up the Material Editor (M), and drag a new material into the 'None' button in your PFlow settings for the Material Dynamic operator. Make sure to select instance so that any changes to the material will be transferred to the PFlow.

Page 25: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

That should do it for the Particle Flow settings, minimize its window and we'll do the last step. The Texture: Bring your material Editor back up (M) and select the blank material that we just dragged and dropped into our Particle Flow. Give it a name, I called mine "sparks"

Look at the settings above and notice we will be making 3 maps, Diffuse, Self-Illumination, and Opacity. While you are here, check the box next to Color in the Self-Illumination area, and make the color black.

Page 26: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Then scroll down to the Maps rollout menu.

Notice we will be making particle age textures, and then click on the 'None' button in your scene next to Diffuse Color. Select Particle Age from the list of choices and select OK.

In the Diffuse Particle Age menu we will select colors for our particles based on the age of each individual particle. In Color #1 I have made an Orange color, and set its life to be 30%. This means during the last 30% of the particles life it will turn orange. Color #2 I have made yellow, and its Age 70%. Color #3 White with an age of 100%.

Page 27: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Now click the go to Parent button to return to the main texture settings.

Then back in the Maps rollout, drag and drop the Particle Age texture from the Diffuse color, to the none buttons next to both Opacity and Self-Illumination. Make sure to select Copy for both of them.

We can leave the copy for Self-Illumination just as it is, but we need to adjust the settings for the Opacity Particle Age map. So Click the button next to Opacity to go into the settings.

Page 28: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Inside the Opacity settings, just change the top two colors to white, and the bottom to black.

Click the go to parent button again to return to the main texture settings window.

Once at the main settings area, click and hold down the Material ID number

continuing to hold the mouse button down, a menu should pop up. While holding roll over the number 1, and then let go.

The icon that said 0 before, should now say 1. This will be our new Material ID number, which is going to help us next when we assign a camera lens effect to our scene for an added glow effect.

Page 29: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

Close down your material editor and open up your Environment & Effects Dialogue window by hitting 8 on your keyboard, or by going to the Rendering menu at the top of the screen, and down to Environment...

The above window should open up, click on the Effects tab at the top.

Page 30: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

In the effects tab, click on the Add button at the upper right in the Effects rollout and select Lens Effects. Then with the Lens Effects selected in the box to the left of the Add... button, scroll down to the Lens Effects Parameters.

Select Glow from the Parameters list, and hit the arrow button to transfer the Glow to the empty box on the left. This assigns the Glow to the current scene.

Page 31: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

With it selected scroll down further to the 'Glow Element' rollout, and click the Options tab.

Make sure to check the Lights and Image boxes in the Apply Element To: and the Object ID and Material ID boxes in the Image Sources area, both of them for good measure! Make sure you change the ID numbers to 1, to match what we did in the Materials Editor. Then click the Parameters tab at the top of the Glow Element rollout menu.

Page 32: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

In the Parameters Options, reduce the size of the glow to 0.01 as we don't want the glow to take over the scene. Adjust the intensity to your liking, I have put mine at 40.0 for now. and finally, make the Use Source Color 100.0.

When finished you can close out of the Environment & Effects window, and render your scene! You might need to adjust your render settings to your liking, but other than that you are finished.

Page 33: Sparks with Particle Flow - Clint DiClementitutorials.render-test.com/pdfs/Sparks with Particle Flow.pdf · Sparks with Particle Flow ... We will create a gravity space warp to accomplish

If all goes well, you will have a nice sparks animation of your own: