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Animated explosion tutorial for 3ds MAX

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Creating an Nuclear explosion effect in 3ds MAX


After releasing the student short movie : Indigen, Julien VANHOENACKER received alot of questions about how he made the explosions. Here is a small tutorial to help you make animated gaz explosion effects in a few easy steps using 3D Studio Max 4 without any plug-ins. The tutorial assumes you already have the necessary basic common knowledge of 3D Studio Max, and doesn't enter into teadious explanation.

Julien VANHOENACKER is currently Senior Animator on Feature Films and Commercials for DigitalMagic (DM) in Bangkok.

Related links ...

www.omind.net The online portfolio of ::: Julien VANHOENACKER :::
email : kanex@omind.net

Creating the Mesh.


Create the Mesh that will define the shape of your explosion, in this tutorial it is a nuclear explosion, though any shape can do it. Don't add any sharp details to this mesh, must stay simple.



When it's ready, apply a meshsmooth on it, iteration=1. This will round your mesh and give it only one smoothing group. You may also add a push modifier before the meshsmooth with a small negative value because of the displacement that will take place in the next steps...





Finally Add the Disp Approx modifier & keep the Low settings (click right)

Materials.


Now we will create the materials, which will give the full dimension of the explosion. First assign a default standard material to your explosion mesh. Name it XploYellow (or anything explicit) and set the diffuse color to some orange yellow. Now comes the important part : Add some Cellular map to the displacement channel of this this material, and set the parameters like in the screenshot.



The Cellular map is very powerfull but also very expensive in process time, especially if you raise the Iteration parameter when fractal is active. Make sure you have the correct colors, the grey's value is 75 in my example, and that the coordinate Source is World XYZ. Then put the displacement value to 25 in the root rollout of your material. If you launch a render, you should get something like this. If not, try to move a bit the Displacement value, and the size value of the Cellular map.
When you're satisfied, copy the cellular map that was in displacement to
the diffuse slot of your material, and set the colors like this :

OrangeRed H:10 S:255 V:255
Yellow H:30 S:150 V:255
AlmostWhite H:35 S:35 V:255
Lower the Spread value to 0.4 and raise the Fractal iteration to 4.

(click right)



Finally Add a gradient map in the last color slot, select Planar from Object XYZ in Mapping: and put exactly the same color in the 3 color slot of your gradient map as in the third slot of your cellular map (H:35 S:35 V:255) and then raise the Output Amout of this gradient map to 1.5 (the output amount is in the output rollout). Put the Self-Illum value of your material to 100. Your explosion should now look like this ...



Your first material is ready, it will be the 'head' of your explosion. Now we will copy this material into 2 other materials. Name the second one XploRed and set its diffuse color to some OrangeRed, and name the third material XploGrey, and set its diffuse color to grey. Now set the colors of the Diffuse Cellular Map of XploRed to :
Brown H:10 S:255 V:100
OrangeRed H:10 S:255 V:255
AlmostWhite H:35 S:35 V:255
Keep the Gradient Map in the third color. Raise the Spread Value to 0.75. Now copy the Cellular Map that is in the Diffuse Slot to the Self-Illumination Slot of your material. Assign it to your explosion, you should have something like this ...



The XploRed material will be for the center of the explosion while the XploGrey will be for the smoke around. In the XploGrey material, change the colors of the diffuse Cellular Map to :
LightGrey H:0 S:0 V:125
DarkGrey H:0 S:0 V:75
DarkRed H:10 S:255 V:165
Remove the Gradiant Map in the third color. Raise the Spread Value to 0.75. Copy the Cellular Map that is in the Diffuse Slot to the Self-Illumination Slot of your material, and change its colors to Black, Black and a H:0/S:0/V:175 Grey. Assign XploGrey to your explosion, you should have something like this ...
The materials are ready. Go on to the next section for Mixing and Mapping ...

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