This is an advanced tutorial on how to blow up a planet using particle array using 3DS Max 9. Part two in this series from
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Tags:How to Blow a Planet Using a Particle Array in 3DS,3ds,edit,editing,explosion,max,planet,studio,universe,video,videofx
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Key frame for the actual planet to disappear at the second when the explosion kicks in, alright. So if we go forward a few key frames, even notice—you can see on the view port here. If I click on window, there we go, we do not actually have it anymore on the background, okay. What you will also have to do is go to the very first key frame here. Right click object properties make sure that set to 1.0 so as it is, okay. And again go up to 19, object properties and again you have to redo this okay, 1.0, okay, the key frame and hopefully this should now, key frame it be consistent from one to 19 as you can see 1.0, key frame one. 1.0 key frame 19.
1.0 and finally key frame 20 zero, so basically you do need to go through this key frames here to make sure otherwise what you will get is the actual fading out rather than the exploding, rather than vanishing on the very last key frame. Alright, so you make sure that is assorted and once you have done your key frames here, turn off auto key because trust if you leave that on, any adjustment you do now will add key frames, you do not want that. If you want you can place a light inside the planet earth and basically this will cause a light reflection on the pieces as I blow out. So, I forgot to create lights.
Standard lights only, go to any view port, click on the center of the planet, okay. Let us have a look in here, right, it is in the center there but what you will notice is that we do not actually have any other lights in this scene so this completely black out, alright, so what we need to do is create another light—lights, standard lights, totally a spot light and basically put this on the planet so that we have a light on it. Okay. Alright, if we just move forward let us have a look what we see if rendered this, okay.
I cannot really see because there are too many pieces but there are light parts of the fragments here. So to change the actual lights itself make sure you select it, okay, where is it? Okay, right click it and will set the multiplier to 4.0 refresh, okay. Let us have a look at this now and see what we look like. There we go you can see the lot of the parts our blown up very, very well and a lot more brighter now, okay. Alright the explosion chunks do not look very, very effective.
What we are going to do is add a blur to them. We are going to give them a quite good blur so basically you would not be see the parts so clearly and they would not make a very, very good effects to the actual render. Make sure you select your PRI and any view port. I am going to right click it and we will go to object properties and on here you should find due buffer and we want to change this to two, okay. Now we go up to rendering effects at blur. Okay. Just go right down to the bottom here we want to change it to a radio blur, okay. Click on the pixels selection here, turn off the whole image button here and turn on object ID. Then you want to select this ID bit here and change that to two and click add. Now this will assign the blur to number two okay, this is what we did when we into properties earlier on.
You can close this down. What we need to do is go up to graph editors. Select top sheet which is in top of you, okay and you want to find your blur and here is, you have seen you render a little effects here so make sure you take that to bring up the blur. Set blur, okay they would move down until you find a blur radio pixel radius. Highlight it, okay and then we want to go number 19 so where in about there, okay. Right click so a valued to zero. And then do the same thing for the first one, the zero, okay. Then on each of them hold this button down here and slide this button here, okay. And the same for this one okay and that is the done.
Now we want to do find a key number 28 as we move that along to find it 28. Right click, and set a value of seven. Leave that as it is. Okay. Right to very end to, we are going to set a finally key frame and we are going to set that at 1.0 okay.
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