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particle systems and special effects

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many phenomena from the real world cannot be easily modelled as surfaces ... using a plug-in called Sasquatch (Sasquatch Lite now integrated into Lightwave 3D) ... – PowerPoint PPT presentation

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Title: particle systems and special effects


1
12
particle systems and special effects
MUL242 Multimedia Design II
2
why particle systems?
  • many phenomena from the real world cannot be
    easily modelled as surfaces because the elements
    that make them up are ephemeral
  • smoke, gas, steam, water, fire, clouds
  • the surfaces in these phenomena are really
    molecule sized particles, which are so small and
    numerous that modelling them as geometry is
    impractical
  • particle systems handle these types of phenomena
    by defining a number of particles which exist
    and move in 3D space
  • the properties of the particles are numerous and
    must be defined in order to achieve the required
    effects

3
particle system parameters
  • particle system parameters are variable from
    system to system, some are vary complex, others
    quite simple
  • lightwave comes with a simple particle system,
    Particle FX, built in.

4
particle system parameters
  • the essential parameters of a particle system
    include
  • number of particles
  • emission rate - the rate at which particles are
    emmited from the system (particles/sec)
  • speed of particles - allowed to specify a minimum
    and maximum speed of emission so all particles
    are not going at the same speed
  • lifetime of particles - how long the particles
    will live for
  • eg. sparkler has a short life, flames longer,
    smoke longest
  • particle source/emitter - the source of the
    particles in space
  • can be parented or targeted to follow an object

5
particle system parameters
  • emitter spread - defines how wide a spread the
    particles have on emission
  • eg. sparkler is 360, flame is wide, gun barrel
    firing very narrow
  • wind - can be used to define a wind direction and
    turbulence to affect the way motion of the
    particles
  • color range - the range of colors that a particle
    takes on during its life span
  • eg. fire is red then yellow then dark over its
    life span
  • collision detection - particles can bounce off
    each other and other geometry in the scene
  • gravity - particles can be affected by gravity
  • eg. particles in a water fountain

6
other uses of particle systems
  • hair and fur modelling
  • hair and fur are commonly modelled using
    particles which leave a trail behind them as they
    move
  • flocking
  • systems which simulate animals in a flocking
    pattern, eg. birds, fish, lemmings
  • explosions
  • systems which take an object and break it into
    its polygons and move each as if it were a
    particle in a particle system

7
Particles in Lightwave
  • 2 Main types of emitter
  • HVE Emitter - No actual volume, simply points in
    space
  • Partigon Emitter - outputs single point polygons
  • Partigons can be used to create many effects (eg
    fireworks, sparks)
  • Have surface, so surface properties can be
    altered
  • Are quicker to render than HVE particles
  • HVE Emitters simply create nulls
  • Surfaces need to be added using Hypervoxels
  • Take Longer to render
  • Hypervoxels can still be applied to partigons to
    create more complex effects than simple points of
    light

8
hypervoxels
  • hypervoxels allow you to create organic globs
    around points, these globs interact with one
    another when they are close enough cf. metaballs
  • hypervoxels have no real geometry (other than the
    point from which they are created)
  • hypervoxels allow you to define 3d algorithmic
    textures which can be used to define objects
    which have irregular/natural surface variation
  • Can be used to create effects such as running
    water, smoke steam etc.

9
Other uses of hypervoxels
10
How did they do that?
  • Create a Null Object
  • Add Hypervoxels to the Null Object
  • Choose Volume as the Hypervoxel effect (more
    suited to fire than surface)
  • Geometry
  • particle size 2m
  • Size variation 65
  • Shading
  • Color to RGB 250, 210, 120
  • Luminosity 150 (creates inner glow)
  • Opacity density 100, Thickness 80, smoothness
    30 to create fiery smoke look (dense centre
    softer outer edge)
  • Create a gradient texture using local density as
    input parameter for both colour luminosity to
    create changes as explosion expands out

11
How did they do that?
  • Use Hypervoxesl Hypertexture tab to use a
    procedural texture to alter the surface over
    space (assists in billowing effect)
  • Texture type turbulance
  • Frequencies 0
  • Contrast 0
  • Small Power 0.5
  • Texture amplitude 125
  • Texture effect billowing
  • Effect Speed 65
  • Animating the explosion
  • In Layout, select size and create 2 keyframes,
    one where the null is small, another where it is
    large (animates the explosion)
  • Create an envelope for dissolve in the
    Hypervoxels panel. This brings up the graph
    editor and allows you set keyframes for the speed
    at which the explosion dissipates
  • Adding a texture for dissolve allows you to use
    turbulence or other effects to make the dissolve
    less regular smooth

12
How did they do that?
  • Finally.. Add Camera Shake
  • Select the Camera and enter the motion options
    (m)
  • Add LW_Jolt plug-in
  • Double click on the plug-in to change the
    parameters
  • Create key at frame 0 (Jolt starts then)
  • Duration 55
  • Position XYZ 0.01,0.02,1.2
  • Rotation HBP 0.1,0.2,1.2
  • Fallof on
  • Spring off

13
Modelling Hair Fur
  • Hair Fur can be generated using a plug-in
    called Sasquatch (Sasquatch Lite now integrated
    into Lightwave 3D)
  • Allows the creation of realistic hair fur
    surfaces using particles

14
Modelling Hair Fur
  • Hair Fur can be generated using a plug-in
    called Sasquatch (Sasquatch Lite now integrated
    into Lightwave 3D)
  • Allows the creation of realistic hair fur
    surfaces using particles

15
SasLite Parameters
  • Fiber Color
  • Hue Bright Vary
  • Adds randomness to fibre colour
  • Diffuse, Specularity Glossiness
  • how individual fibres react to light
  • Courseness
  • thickness of fibres
  • Frizz
  • makes the fibres wiggle more
  • Fur Density Length
  • how many fibres and their length in relation to
    the objects size
  • Non-Linear ie doubling the amount more than
    doubles the effect
  • Drooping
  • Fibres bend downwards due to gravity
  • Clumping
  • Fibres gather toghter in groups
  • Combing
  • Hair fur have preferred angles

16
Compositing
  • 3D animation can be seamlessly combined with live
    footage
  • Makes use of
  • Background Foreground images
  • Alpha Channels
  • Compositing can be done in Lightwave or Video
    Editing Tool (eg Adobe After Effects)

17
Combining Live Action 3D
  • Walt Disneys Dinosaur

18
Combining Live Action 3D
  • Walt Disneys Dinosaur

19
Combining Live Action 3D
  • Walt Disneys Dinosaur

20
Combining Live Action 3D
  • Walt Disneys Dinosaur

21
Combining Live Action 3D
  • Walt Disneys Dinosaur

22
Compositing in Lightwave
  • Foreground Background images are loaded as
    Backdrops into Lightwave
  • Images centre stretch to fill the screen,
    regardless of camera position and perspective
  • Volumetrics (eg fog) do not affect Backdrops
  • Individual surfaces (eg transparency) do not
    affect Backdrops unless this option is set in
    Surface Editor
  • Alpha Channel acts as a mask or cut-out,
    allowing part of the image to be opaque, and part
    transparent
  • Foreground Keys allow you to define colour ranges
    as a mask, (similar to blue screen effects in
    traditional TV compositing

23
Start with a basic scene
24
Load Foreground, Background Alpha
25
Finished Result
26
Intermediate Compositing
  • Intermediate Objects (eg trees, buildings etc)
    are often required to allow your rendered objects
    to trace a path behind in front.
  • Can be achieved using Front Projection image
    mapping onto flat polygonal surfaces
  • Things to note
  • Increase the Luminosity of the surface to prevent
    scene lights as only source of light (would look
    unnatural)
  • Shadows can be applied by altering light
    positions, but
  • Luminosity luminosity diffuseness need to be
    further adjusting to ensure the intermediate
    scene elements blend with foreground and
    background
  • See Chapter 18 of Inside Lightwave for more info

27
MUL242
  • Hypervoxels
  • Particles
  • Compositing
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