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Есть ли где-небудь уроки по AfterBurn(подробные) п

Тема в разделе "Общие вопросы", создана пользователем -, 4 мар 2002.

Модераторы: Артер
  1. Guest

    Есть ли где-небудь уроки по AfterBurn(подробные) про небо?
     
  2. Guest

    Могу из пдф'а вытащить (но наверно не то):


    Tutorial 1 Octane Shader

    In this tutorial you will learn how to use Octane Shader.
    1. Open AB-Tut1.max inside 3D Studio MAX.
    2. To create AfterBurn entry, go to the Rendering->
    Environment->Add
    3. Select AfterBurn from the list and click OK button.
    Notice that AfterBurn Renderer is added automatically. It
    has to be there because AfterBurn won’t render
    otherwise.
    4. Click on Pick button inside source Particles/Daemons
    list box. Pick button will turn green.
    5. To pick SuperSpray01 you can press “H” on your
    keyboard to bring Pick Object dialogue. Also you can
    move mouse pointer over the SuperSpray01 object in
    the scene and click on it. Pick button will automatically
    switch off after picking is done.
    6. From the source Lights list box pick Spot01.
    7. Change Rendering type to Octane Shader
    8. Inside Noise Animation Parameters Rollup change
    Density from 3.0 to 0.1
    9. Advance to frame 100 and render. Smoke trail does
    not look realistic, as it should spread as it moves away
    from the emitter.ഊ54
    10. Inside Particle Shape/Animation rollup right click
    over the Sph. Radius AFC and select Enable.
    Now, you should see the Hi value spinner control
    enabled. Set Hi value sph. Radius to 50.0
    11. Inside Noise Animation rollup enable Noise size
    AFC.
    12. Set Hi value Noise size to 30. This will make the
    noise also growing with the volumetric spheres.
    13. Render.
    It looks better now, but some shadows would help a lot.
    14. Go to Spot01 Shadow Parameters rollup.
    15. Turn shadows On
    16. From the shadows combo box choose AB Raytrace
    shadow.
    This is not sufficient for AfterBurn to cast shadows. Go
    back to AfterBurn rollup.
    17. Inside Illumination/Shading rollup check Self
    Shadows checkbox. This will make AfterBurn to cast
    shadows onto itself.
    18. Turn Shadow cast checkbox On if you want
    AfterBurn to cast shadows on other MAX objects.
    19. With shadow opacity you can control the darkness of
    the shadows. Set this parameter to 0.3 for more realistic
    look.
    20. Render animationഊ55

    Tutorial 2 Colors and Noise

    1. Open AB-Tut2.max. This tutorials start where tutorial1
    ended.
    2. Open AfterBurn UI.
    3. Go to the Color Parameters rollup.
    4. Click over Color1 gradient icon to bring up a gradient
    editor. This floating window is fully resizable.
    5. Select the rightmost color key. To do that - simply
    click on the key.
    6. Double click on the key and change its color to black
    (do not close gradient editor yet).
    7. Render frame 100.
    Notice how smoke is gradually going from white to black.
    You can add as many as you want keys to achieve
    result you are heading for.
    8. Create another key at the middle of the gradient and
    change it’s color to red.
    9. Close gradient editor
    10. Set Use Colors to Two. As c1->c2->c3 is set to
    Distance, Color1 will be dominant at the particle center
    while Color2 will be dominant at the outside.
    11. Render frame 100.
    The Pos can adjust the distance where the color1 starts
    to face to color2. With AFC this can be varied over
    particle age.ഊ56
    12. Right click over Color1 pos AFC and select enable.
    Default transition function of AFC is linear which will be
    good for this tutorial.
    13. Leave left Pos spinner to 0.0 and set right Pos
    spinner to 0.3. These numbers represent relative
    distance from the particle center. 0.0 is particle center
    and 1.0 is particle surface.
    14. Render.
    Red color now will be much closer to the surface at the
    end of this smoke trail than it was before.
    15. Go to Noise Shape Parameters rollup and change
    Noise type from Turbulence to Fractal.
    16. Render frame 100.
    Fractal noise seems to be more voluminous than
    Turbulence noise.ഊ57

    Tutorial 3 Raymarcher + Explode Daemon.

    Explode Daemon lets you to add color to the AfterBurn
    effect. This color can vary by distance from particle
    center or by density. Color is controllable with a
    gradient.
    1. Open AB-Tut3.max
    2. Go to Rendering->Environment->Add and create an
    AfterBurn entry
    3. From the Source Particles/Daemons list box pick
    Snow01 particle system
    4. From the Source Lights list box pick Direct01 light.
    5. Check the “Display shape in viewport” button under
    the Tools section. Advance MAX time slider to frame 60.
    This will help us to visualize Sphere radius parameter
    that we are going to tweak.
    6. Right click over the Sphere radius AFC and select
    Enable. Set Low value to 50.0 and Hi value to120.0.
    7. In Noise animation Parameters rollup set Density to
    2.0
    8. Right click over the Noise Size AFC, enable it, and
    set Low value to 30.0 and Hi value to 80.0.ഊ58
    9. Go to Create->Helpers and choose AfterBurn
    Daemons from the list box.
    10. Select Explode and create it anywhere in the
    viewport. Explode Daemon has another unique
    capability to limit the range of its influence to the
    AfterBurn effect. As we don’t need this capability it
    doesn’t matter where we create it in the viewport.
    11. Go to a modify mode
    12. Right click over the color gradient icon and choose
    Load
    13. From the tutorials directory load explode.agt
    gradient. To associate any Daemon with AfterBurn effect
    you have to Pick Daemon into source
    Particles/Daemons list box.
    14. Inside Color Parameters rollup right click over Color
    gradient icon and select Keyless mode. In this mode
    gradient is functioning just like a standard Max color
    picker.
    15. Click on it to pop up a color picker and set the color
    to R=50, G=50, B=50. This is necessary, as we want
    Explode Daemon to completely control the color of the
    explosion/smoke. We didn’t set it completely to black as
    we wan some shadows to be visible
    16. Render frame 60.
    You will notice how the whole smoke is colored the
    same way. We want to avoid this and to make the
    beginning of the smoke more fiery, but the tail black.
    17. Go back to explode Daemon rollup.ഊ59
    18. Right click over the Key shift with age AFC and
    Enable it.
    19. Right click over the Multiplier AFC and enable it. We
    will tweak multiplier to make the start of the smoke looks
    more “hot” than the tail.
    20. Set first multiplier to 10.0 and leave the second one
    to 1.0.
    21. Render frame 60
    22. To add some shadows go to the AfterBurn
    Illumination/Shading Parameters rollup and check Self
    shadows checkbox.
    23. You also have to enable Direct01shadows. From the
    Direct01 Shadows rollup choose AfterBurn Raytrace
    shadows and set Object shadows to On.
    24. Render animationഊ60

    Tutorial 4 Clouds modeling.

    1. Open AB-Tut4.max
    2. Go to Rendering->Environment->Add and create an
    AfterBurn entry
    3. From the Source Particles/Daemons list box pick
    Sticky Particles01 particle system
    4. From the Source Lights list box pick Direct01 light.
    5. Go to the Perspective viewport and select Sticky
    Particles01
    6. Switch to modify mode.
    7. From Sticky Particles01 UI pick Box01 object.
    8. Change Viewport Particles to ticks.
    Notice that one particle is created at each vertex of the
    object.
    9. We do not want Box01 to be visible in renderings so
    right click over the Box01, and choose Properties.
    10. Uncheck Renderable checkbox.
    11. If you move MAX time slider you will see that Sticky
    Particles are following the motion of box vertices. You
    can also animate the whole box and particle will follow
    the Box01 object
    12. Go back to the AfterBurn UI
    13. Check Display shape in viewport checkboxഊ61
    14. Inside Particle Shape/animation Parameters rollup
    set Sphere radius to 50.0. Since we have increased
    sphere radius to 50.0, a Step size of 0.5 will be too small
    (longer rendering time).
    15. In AfterBurn Manager rollup set Step size to 2.0.
    16. Set Squash to 2.0
    17. Under type check Hemisphere button.
    18. Inside Noise Animation Parameters rollup set Size to
    40.0 and Noise levels to 5.0.
    19. Switch Self Shadows to on
    20. Go to Illumination/Shading parameters rollup and
    right click over Ambient color gradient icon and choose
    Keyless mode.
    21. Left click on it and set Ambient color to:
    - Red = 25, Green = 50, blue = 58
    22. Select Direct01 light and go to the Shadow
    Parameters rollup.
    23. Turn the shadows On
    24. Choose AB Raytrace shadows for shadow type.
    25. Render
    26. To vary the look of the clouds you can play with
    noise settings and Falloff.
    Open v2 of finished tutorial to see the difference.
    Here we have changed falloff to 0.2, ambient color to
    (R=8, G=14, B=16), Shadow Falloff to 1.0 (uncheck
    Glob button) and Regularity to 0.3ഊ62
    You can tweak each individual cloud by applying edit
    Mesh modifier to a Box01 object. By editing Box01 in
    Vertex mode you can even add vertices (clouds!).ഊ63

    Tutorial 5 AfterBurn Daemon link map.

    In this tutorial you will learn how to use AfterBurn Sucker
    Daemon to affect material depending on the object’s
    relative position.
    1. Open AB-Tut5.max
    2. Open Material editor and select material in Slot1.
    3. Click on the map slot of the diffuse channel
    4. For the map type choose Mix
    5. Click on the Mix amount map slot and for the map
    type choose AfterBurn Daemon link map.
    6. For the Source Daemon pick Sucker01.
    7. Click on the Map slot and choose Noise.
    8. Change both noise colors to be white.
    9. For the Mix colors choose:
    - Color1 = 255,117,15
    - Color2 = 0,222,255
    10. Assign this material to the Sphere01 object.
    11. Render animation from 0 to frame 100.
    Note how sphere color will change based on the
    Sucker01 influence.ഊ64

    Tutorial 6 AfterBurn HyperSolids (1)

    HyperSolids makes rendering of solid procedural objects
    extremely easy and fast.
    1. Open AB-Tut6.max
    2. Go to the Rendering->Environment menu and create
    AfterBurn entry.
    3. Pick Spray01 particle system
    4. Pick Omni01 light.
    5. From the Rendering type menu choose HyperSolids
    6. Inside Illumination/Shading Parameters rollup choose
    Phong for the shading type
    7. Set Shin. Strength to 0.2
    8. Set Shininess to 0.7.
    9. Change Normals from Shape to Noise. By doing this
    we can get bump mapped HyperSolid objects.
    10. Set Shape Influence to 0.0.
    11. Go to the Particle Shape/Animation Parameters
    rollup and change shape type from Sphere to Metaball
    12. Change Mball radius to 30.0
    13. Inside Noise Animation Parameters rollup set Mball
    effect to 0.2. Lower this number is the metaballs will be
    smoother.ഊ65
    14. Set Noise Size to 20.0
    15. Render frame 66.
    The result looks smooth and it has no texture on it. We
    are now going to add some colors and bump mapping.
    16. Set Regularity to 0.95.
    The bumpiness is controlled with Regularity parameter
    inside Particle Shape/Animation Parameters rollup.
    Higher the regularity is – smoother the bumps are.
    The only thing left to do is to add some color to these
    metaballs/
    17. Go to the Color Parameters rollup and under Use
    Colors choose Two.
    18. Right click over Color1 and Color2 gradient icon and
    choose keyless mode.
    19. Choose colors for Color1 and Color2 as you like
    20. Under c1->c2->c3 choose By density.
    This way the colors will match the bumpiness of the
    surface.
    21. Render animationഊ66

    Tutorial 7 AfterBurn HyperSolids (2)

    In this tutorial you will learn how to use HyperSolids
    displacement
    1. Open AB-Tut7.max inside 3D Studio MAX.
    2. To create AfterBurn entry, go to the
    Rendering->Environment->Add.
    3. Select AfterBurn from the list and click OK button.
    Notice that AfterBurn Renderer is added automatically. It
    has to be there because AfterBurn won’t render
    otherwise.
    4. Click on Pick button inside source Particles/Daemons
    list box. Pick button will turn green.
    5. To pick Pcloud01 you can press “H” on your keyboard
    to bring Pick Object dialogue. Also you can move mouse
    pointer over the Pcloud01 object in the scene and click
    on it. Pick button will automatically switch off after
    picking is done.
    6. From the source Lights list box pick Omni01.
    7. Change Rendering type to HyperSolids. Change the
    Noise Type from Turbulence to Spots. Render the scene
    and you will get a display of big white circles. This is
    because there is no shading model assigned to the
    effect.ഊ67
    8. Change the Type of Shading to Lambert or Phong
    and press Render. You'll notice the volumes now render
    as spheres. Between the Phong and Lambert shading
    models, the only difference is that Phong renders with a
    specular highlight and Lambert does not. This is
    controlled with the shininess attributes as the normal
    Phong shader in MAX permits.
    9. Notice that Normals and Shape influence controls
    underneath shading model. This influences how much
    the shape of the volume object [spherical, cylindrical,
    cubic, etc.] affects the surface interpretation. With
    normals set to Shape, a lower shape influence will
    cause a flatter look while a higher value will impose
    more bumpiness. With Normals set to Noise, lower
    shape influence values will produce a highly irregular
    appearance derived directly from the systems noise
    parameters, while the higher shape influence values will
    result in a more regular appearance of the surface. Try
    some various adjustments and see the results in the
    renderer.
    10. Set Normals to Noise and Shape Influence to 0.0.
    Render. We now have a bunch of spheres with mottled
    lumpy surfaces. It's only the appearance of the surface
    that is being affected now - the profile is still smooth.
    11. In the Noise Shape Parameters section, change
    Affect to Surface Displacement.
    12. Render.
    The spherical shapes are now displaced and no longer
    smooth. The shape of the volume is changed but
    contained by same spherical boundary.ഊ68
    13. In the "Particle Shape/Animation Parameters"
    section, there is a parameter called "Regularity". As with
    Raymarcher based AfterBurn effects, Regularity controls
    how "severe" the effect is. As regularity increases the
    rendered effect will more resemble the container shape
    [sphere, cubic, cylindrical, etc.] and be more... well,
    regular. As regularity decreases the effect will
    degenerate and resemble the underlying noise
    structure. Lower Regularity with HyperSolids will provide
    a bumpier effect or greater displacement.ഊ69

    Tutorial 8 AfterBurn Glow

    In this tutorial you will learn how to glow AfterBurn effect
    1. Open AB-Tut8.max inside 3D Studio MAX.
    If you check AfterBurn settings you will notice that we
    have used OctaneShader. We did that because rocket
    smoke is build of 800 particles and we want it to render
    fast.
    2. Open AfterBurn Renderer dialogue and check the
    Create Image Channels option. This option has to be
    used in order to apply any of the Rendering Effects or
    Video Post effect to the AfterBurn.
    3. Go to The Rendering Effects and create AfterBurn
    Glow. Note that most of the parameters have a birth and
    death value. This is because AfterBurn glow can apply
    glowing effects based on the particle age.
    4. Set both Size values to 2.0.
    5. Set Birth strength to 2.0 and Death strength to 0.0.ഊ70
    6. Open Strength AFF and set High Clip to 0.5.
    AFF is used to control how the Birth and Death values
    will be interpolated over the particle age. Low and high
    clip are defining the time interval over which
    interpolation will occur. With high Clip set to 0.5 and
    Snow 01 age set to 100 all particles will be glowed with
    some Glow strength until age of 50 is reached (0.5*100).
    For any older particles it will be assumed that Strength
    is 0.0.
    7. For the Source Channel please change value to 1.
    This value has to correspond with the AfterBurn Video
    Post ID.
    8. Render.
    You can play with Glow parameters to get variety of
    effects.
     
Модераторы: Артер

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