Tutorials
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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