Dust to dust

04Mar09

Several different ways to make a dust.

quicktime movie

We need 3dsmax, vray, ae, physx, fumefx, krakatoa, a lot of time and disk space.

0. Simulation with PhysX.

Build a house from simple non-intersected blocks (bricks, ceiling, glass, roof tiling etc.).

Roof frames and other concave objects must be joined into groups.

Make all objects, except the floor, Dynamic RigidBodies, assign them different weights. Set initial speed and big weight for the demolition spheres.

Add all physical objects to the simulation and simulate for 250 frames with Auto Key button enabled. Render with Vray.

Make some hidden noised geometry behind pre-broken glass and push them away at the right moment.

1. Sprites dust with Particle Flow.

Make the sprites system – tons of camera oriented square particles with transparent texture.

Sprites should be born on the hi-speed moving objects and fly with the same direction. Also they should be decelerating and dissolving with age.

Stick a huge amount of particles to all the scene objects, and spawn the sprites from them when the parent particles will have certain velocity or acceleration.

The acceleration sprites will be born at the impact moment, like some clouds beating from parent objects.

Velocity sprites will escort the most active parent objects like a cloudy trails.

Make the dust material for the sprites with a radial gradient mixed with Smoke map for a opacity texture, dissolved with Particle Age.

We should have a lot of particles for an intersection artefacts minimisation, growing with age and then dying.

Make the Drag force for the sprites air decceleration, assign a Matte material for the geometry an render with Scanline.

2. Debris with Particle Flow.

Debris should be made from geometry particles (Tetra). They must be randomly scaled, and rotating.

Add the floor Deflector and a Gravity, kill the Drag.

Render with scanline.

3. Ground impacts dust with Vray, AE, Fumefx.

We need some kind of Realflow wetmap for a ground impacts dust.

First, render a ground Vraydirt map or any other occlusion texture from the top view. Hide for camera (not for render) all other objects.

Blend a couple of rendered texture copies with the Difference, shifted the top layer for one frame in AfterEffects, then precompose.

Blend about 10 copies of this Comp with Add or Screen and Blur them, shifting eath layer for one frame.

So we have the texture, white at the object’s movements near the ground. The texture should be a smoke emitter in the FumeFX.

Set the small Buoyancy and huge Diffusion for a more dusty look.

Render the smoke, lighted with direct light, placed at the same location as the Vraysun.

Add the blue light across the sun, for a more dramatic render.

Turn on the Fluid map before the FumeFX simulation for more detailed dust.

Don’t forget to turn on the Fluid map in Exporting channels, and add some Noise or Smoke textures in appropriate slots.

4. Turbulent dust with Particle Flow, FumeFX and Krakatoa.

Open the velocity Sprites scene and make the FumeFX smoke emitters from all of the particles.

Simulate smoke with FumeFX and save the cache. We need the Velocity channel in the Exporting channels enabled before the simulation.

Make new Pflow particle system, producing 5 millions of particles, that should be born on the scene objects with small random offset inside (to minimise the moire effects)

The FumeFX Follow operator will control particles speed, all we need is picking the FumeFX container wihtin the operator.

Cache all the animation to disk with Save Particles To File Sequence routine in Krakatoa GUI. The cache will take about 20 Gb of disk space.

This pass is very cool, but we need a geomerty matte for the compositing.

So make the Named Selection Set with all the scene geometry inside and point it as Matte Object in Krakatoa GUI.

Push the geomerty outside a little for assured particle coverage.

That is all.

About these ads


27 Responses to “Dust to dust”

  1. Wicked! Great tutorial!

  2. Amazing Amazing, Thankyou!

  3. Speechless ……. my jawust broke loose ! ;)

  4. very very good great work

  5. 5 wxyz

    Fabulous demo(pun intended) Did you use hardware PhysX?

  6. 6 vitsly

    2 wxyz:

    it was this plugin with nvidia 8800 GT card

    http://developer.nvidia.com/object/physx_dcc_plugins.html

  7. 7 vitsly

    oops. it was 9800 GTX

  8. Wow, really good stuff man! Congrats!
    Maybe you can get the wetmap by using mental ray materials and keep the proceduralism.
    Saludos

  9. 9 Gilmar

    come back to hell mam, it is amazing
    tranks

  10. 10 dih

    meu d mais esse tutorial

  11. 11 s3xie

    Hi Vitsly,

    This “Dust to Dust” tutorial on FumeFx is truly amazing!~

    I have a question regarding FumeFx and it will be great if you could give me some advice or options to achieve it.

    I have made a smoke effect using FumeFx in 3ds Max, and wish to send it over to render farm or render networks.
    Is there a way to bake(or something) the particles from FumeFx and being able to render it on computers that does not have FumeFx installed?

    Thank you very much and look forward to your reply.

    Regards
    Jason

  12. this is really aweosme tut. let me share some more tuts with other members at http://appslog.com/blog/1-blog/796-huge-list-of-3ds-max-tutorials.html

    they have a huge list over there.

  13. 13 Jeff Lim

    Awesome! I really love how you showed a lot of the passes that make up the effect! 10/10 Stars from me!

  14. wow!
    what a great job!

    nice and smooth…

    ( :

  15. 15 Nikita Saini

    wow…. Simply Amazing…

  16. lo mismo que en 2012 bon god job!!!

  17. Good work, awesome.

  18. 18 Bathyscaph

    Beautiful. Great tutorial as well.

  19. 19 Niki

    Hi there, great job!
    How much time take the completion of the whole shot (roughly)?

    Thanks!

  20. 20 Dohab

    I couldn’t pass the first stage!
    3sa max always crashes.
    I’m running win7 64 on Dual Xeno 5355, with 4 GB of ram, and Quadro 4000 as my graphics card.

    what’s wrong with my system ?

  21. Wow that was strange. I just wrote an really long comment but after I clicked submit my comment didn’t appear. Grrrr… well I’m not writing all that over
    again. Regardless, just wanted to say great blog!

  22. Thanks for any other informative web site. The place else could I get that kind of info written
    in such a perfect method? I’ve a undertaking that I am just now running on, and I’ve been at the glance
    out for such information.

  23. 23 David Chataway

    Hey I know this is off topic but I was wondering if you knew of any widgets I could add to my blog that automatically tweet my newest twitter updates. I’ve been looking for a plug-in like this for quite some time and was hoping maybe you would have some experience with something like this. Please let me know if you run into anything.. I truly enjoy reading your blog and I look forward to your new updates. Mission Viejo Roofing Service, 26161 Cordillera Drive, Mission Viejo, CA, 92691, US, 949-238-6004

  24. Dust to dust | Vitsly


  1. 1 3ds Max Simular polvo - Foros 3DPoder.
  2. 2 Animação e composição de partículas e Rigid Bodies no 3ds Max - Allan Brito
  3. 3 Wall Explosion Tests | Welcome Home Peter

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s


Follow

Get every new post delivered to your Inbox.

%d bloggers like this: