Tornado Particle Effects in 3ds Max and FumeFX
Pluralsight
Course Summary
In this tutorial, we will learn to create dynamic, flexible tornado systems and render them using a variety of techniques. Software required: 3ds Max 2011, FumeFX 2.0, Krakatoa 1.6.
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Course Description
In this tutorial, we will learn to create dynamic, flexible tornado systems and render them using a variety of techniques. This tutorial will show how to set up a complex Particle Flow system to make a tornado inside of 3ds Max. Going beyond a traditional vortex field, the tornado that we'll create in this tutorial will employ recursive logic to keep the system alive while still being lightweight enough to be animatable inside the viewport. We will then look at getting much more natural movement by simulating FumeFX based off of the particle simulation. We'll also touch on Krakatoa and using that to render a large number of particles. Partitioning will be covered along with some of the rendering options available. Finally, we'll look at some techniques to fix artifacts in NUKE. Software required: 3ds Max 2011, FumeFX 2.0, Krakatoa 1.6.
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Course Syllabus
Introduction and Project Overview- 1m 56s
—Introduction to the Artist 1m 56sTornado Particle Effects in 3ds Max and FumeFX- 1h 43m
—Project Overview 6m 23s
—Particle Flow Tornado Logic 9m 2s
—Using Particle Flow Forces 12m 56s
—Getting Familiar with FumeFX 13m 31s
—Continuing to Explore FumeFX 9m 8s
—Using Particles as Emitters for FumeFX 12m 28s
—Letting FumeFX Advect Pflow Particles 14m 59s
—Diving Deeper into KRAKATOA 10m 35s
—Loading the Particles from Disk 3m 32s
—Fixing Artifacts in the Final Composite 11m 1s