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

#2
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.
 
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