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Maya : Fx & Dynamics


| Animation | Fx & Dynamics | Lighting and Rendering | MEL | Misc | Modeling | Textures and Shaders |


Candle Flame.

To generate a realistic candle flame, the first thing to do, of course, is to light a candle and stare at it. What should become evident are some of the behavioral and visual elements which define its appearance. In terms of Maya lingo, a flame looks more like a transparent, incandescent surface than a nebulous object made out of thousands of particles. Flames have feathered yet hard edges, a very smoothly gradated interior, varying transparency and fluid behavior more akin to liquid or fabric than gas.

Colliding Softies with Rigids:

Step by step Maya tutorial

distanceBetween node

Maya Expressions 2: The hidden distanceBetween node - and the more common clamp function - are explained using a simple example: making two spheres glow as they approach each other

Emit Geometry from a Point Emitter

Softbody objects in Maya are actually a type of particle effect. Maya allows you to connect any particle object to any emitter. Therefore you can actually emit geometry from a point emitter.

Gravity vs. Uniform / Using Per-Particle Mass

All fields in Maya are unique. A thorough understanding of each field's behavior is a crucial first step towards an artist's ability to efficiently and effectively design a dynamic effect. There are two fields, however, which are commonly thought to yield identical results: Gravity and Uniform. While similar, they have an important difference: how they deal with mass.

HOW TO CREATE A VOLUME FILLED UNIFORMLY WITH PARTICLES

What I`ll try to explain here is my solution to fill a closed volume uniformly with particles. I had to do this couple of months ago when working on an effect shot. My task was to explode a perfume bottle with some liquid inside. To make the sudden explosion of the liquid look convincing after the bottle was shattered, I found that I had to keep some particles handy inside the volume that would be exposed as sson as the glass broke and would scatter into the air in super-high speed.

PAINT EFFECT : BROSSE DE TYPE RESTAURE

Lorsque l'on travaille sur image en mode "Canvas" on a souvent besoin d'effacer une partie ou en transparence l'effet de brosse que l'on vient de poser. Dans ce cas la technique de brosse par restauration de l'image de fond et non du fond de page (background) s'avère nécessaire. Ce type de brosse se trouve sur Eclipse ou StudioPaint

PAINT EFFECT : RESTORE BRUSH

When we work on image in canvas mode one an image, often we needs to erase a part or in transparency the effect of brush which one has just pose. In this case the technique of brush by restoration of the basic image and not of the background proves to be necessary. This type of brush is on Eclipse or StudioPaint. This example shows how in Paint Effect we can produce this type of brush

Particle Emission when Objects Collide

A commonly needed effect is the emission of particles at the exact location of object collision. For example, as a sword scrapes along a wall we may need sparks; As a boulder rolls down a mountainside we may need smaller instanced rocks and pebbles to appear; As a character walks along a dirtroad we would expect dust to appear at his feet.

The Smoking Maya Tutorial

This cigarette can be tossed on the hand of a character same workflow, except that you would attach the character's wrist to the path, and parent the cigarette group to the hand

Using Particle Speed

There are situations where a phenomenon's velocity or speed is related to it's behavior or appearance. Perhaps the incandecence increases as a particle moves faster... or the color changes from blue to red. Perhaps some dust is resting on an object, but once it gets blown away it also begins to dissipate and fade. These effects can be achieved by understanding how to reference particle speed, which is not a default particle attribute.


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