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Looking for Muzzle Flash Tutorial for 3d max
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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Jan 18, 2013 3:27 am    Post subject:  Looking for Muzzle Flash Tutorial for 3d max Reply with quote  Mark this post and the followings unread

I am looking for a tutorial for 3d max for muzzle flash. I have been looking and I get crap or some retarded kid that doesn't know jack about modelling

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jan 18, 2013 7:21 am    Post subject: Reply with quote  Mark this post and the followings unread

For what and which type? Photorealistic rendering, SHP rendering, animated smoke like on cannons, static light flicker like on MGs?

For each are different ways possible
-volumetric fog (animated or static) combined with a lightsource
-a simple mesh with a self-illuminating texture and an opacity map
-particle systems (my favorite)
-volume lights
etc etc

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Jan 18, 2013 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, just for 3d max....then if i wanted i would just import that image to a shp file. I have seen a tutorial on car exploding using particle system, but nothing on muszzle flash. ill google particle system muzzle flash to see if i can get a better hit. Thank LKO

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Jan 23, 2013 5:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I found one that deal with smoke particles, it kinda works for me, but wondering if you could show me a tutorial you used. maybe it will work better than the one i got

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jan 23, 2013 6:38 am    Post subject: Reply with quote  Mark this post and the followings unread

if you can somehow get ahold of FumeFX, the skies the limit. You can make any explosion that your imagination can come up with. Wink

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 23, 2013 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I taught myself how to work with particle systems and experimented with the different settings. Only for the basics in the beginning i used a few tutorials, but the functionalities of the Particle Flow are pretty self-explanatory.

I would not advise using FumeFX if you want to use the animation later for SHP conversion. The transparent particles always give you a bad looking outer border (due to the fading into background) after the SHP conversion.
There is also no need to render such an effect with photorealistic lighting and realistic particle movement/interaction, when the SHP endresult is only a very small image.
Thus no need to spend 20min on rendering a single realistic smoke anim, when the same (*) can be achieved in 10 seconds using a much simpler particle flow approach.

(*) due to the small imagesize the result is almost the same

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Jan 23, 2013 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

ok thanks for the tip LKO....Maybe I'll look around, in the mean time I'll keep messing around with the tut I got.

@Cranium, the sig looks mint

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 23, 2013 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

For the muzzle flash i would suggest using a very simple sphere (only 12 sides is enough) which you then distort a bit here and there, by simply moving a single vertex outwards and one on the front forward. (so it has a round back, a spiky thinner front and a few spikes to the sides)

Then give this polygon in the shape of a muzzleflash a self-illuminating texture. A simple Noise map on the diffuse channel with red and yellow as the colors and 100% on self-illumination should give you already a quick first result that should do the job for SHP-conversion.

A PS is not necessary here, because the muzzleflash is visible for a single frame only. For an MG with changing muzzleflashes, you can simply rotate (with a high degree of about 210°) the polygon along the front-back axis. If you modeled it with a quite random shape, the viewer wouldn't notice that the same model is used for the 4-5 different muzzleflash frames.


Later you can also experiment with a Falloff-map to make the flash get darker to the sides and give it some artificial lighting or a Gradient map to make the rear different colored than the front (e.g. a fade from white/yellow to yellow/red).

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jan 23, 2013 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO wrote:
I would not advise using FumeFX if you want to use the animation later for SHP conversion. The transparent particles always give you a bad looking outer border (due to the fading into background) after the SHP conversion.

Thats not true, just turn off Antialiasing and use a custom palette.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 23, 2013 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

FumeFX still works with transparent shapes/fog. This fades into the background regardless what you set.
A custom palette doesn't help either. There must be still at one point a certain border. e.g. a blue fog anim rendered in front of a pink background. even if your custom palette has only blue colors and pink as transparent index 0, you'll still end up having a visible border because the outmost pixel are a mixture between blue and pink.

Or do you've created already an anim with fumefx without a visible border? Can you show it and explain how you did it?

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Jan 23, 2013 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

the trick with FumeFX is to set the background color almost the same as FumeFX particles' color. this still makes a border but it is very easy to fix.



this animation was made with FumeFX and it didnt have any border, the glow however had a border and was not made with FumeFX.
also this animation is just for the example. it is not for public use.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 23, 2013 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

That does indeed look quite nice. Though a bit hard to tell from a gif if there is really no border. An ingame screenshot would give more info here.
But a blue anim on a blue background should really work.

However there is still the problem that fumefx isn't for free and easy available. And if you have an older 3ds max, you can not use the newest fumefx version too.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Jan 23, 2013 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like the way that nobody cocks an eyebrow at dozens of modders with multi-thousand dollar software setups.

We are totally not pirates.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jan 23, 2013 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jan 23, 2013 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yar matey...

Anyway... My method is to render it once with a blue background & then again with the background the same colour as the anim, then in Photoshop use the blue one as a guide to cut out the other etc.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Thu Jan 24, 2013 3:17 am    Post subject: Reply with quote  Mark this post and the followings unread

some of us have money to burn, lol

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