1 (edited by Tomahawk 2012-05-01 04:07:23)

Topic: 3ds Max and Particle Flow

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Re: 3ds Max and Particle Flow

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Re: 3ds Max and Particle Flow

Yeah, it figures you'd do a texture-based reply.
I'll wait and see what you come up with(if you have time), and work from that.

I did try to add lightning flares, but seeing as the texture is always facing the camera, there's no real depth(volumetrics) to help sell the effect either, I'm afraid.

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Re: 3ds Max and Particle Flow

Lighting, not lightning. Though your point still applies.

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5 (edited by Tomahawk 2012-05-01 09:11:10)

Re: 3ds Max and Particle Flow

Right. My bad. But yeah.There are a total of 2 lights illuminating the scene. Both are going thru the tunnel slightly before the camera.

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6 (edited by drewjmore 2012-05-01 11:34:08)

Re: 3ds Max and Particle Flow

Max user and old-school DW watcher (if not 'fan') here.

I had the same thought as Teague a week or two back when (I think) you mentioned this project in an off-hand comment in another thread...Cards with a feathered edge around a central hole, and I think that could be done in After Effects with a bit of scripting to organize your cards as 3D layers along a nurbsy-spline path.

In Max-- and thinking more about how they've done it for the show-- there's got to be a cloud/fog simulation running that you couldn't really expect static textures to mimic. I've only ever used partivolume fogs, so I can't immediately suggest The Best way to get the photoreal cloud look. One that occurs to me is to produce a few cubes or spheres full of animated volume fog, export them as Mental Ray proxy objects, and then use those as particles in a much lighter pFlow system.

There may also be a way to create a cloud-ish Mental Ray material with sub-surface scattering that would react to light the way the real effect does, and then you simply build the partcle system with blobby shapes of that material.

edit2
Third idea: create a texture mapped material and a 2-D animated, wispy, highly transparent texture for it.  Then apply the material to your tunnel mesh, using face-mapping (so every mesh- face shows the wispy texture map) and copy the mesh several times, each time growing the tube diameter a bit.

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Re: 3ds Max and Particle Flow

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Re: 3ds Max and Particle Flow

Gonna slightly derail this thread, but as I am The Doctor - I think it is allowed. I really want to start learning 3d modelling/animation - mainly due to me having access to Maya thanks to the university, but I have no idea where to start. I have done some dabbling before, but nothing too fancy - mostly just some really crappy models that I probably didn't even do right. Lightsabers got me started with AE & Photoshop, where could I start with 3D?

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Re: 3ds Max and Particle Flow

My self study method has always been to make up my own projects and then figure out how to do them. Maya has the built-in help system and tutorials, and then you're only a google away from plenty of you-tube tuts as well.  Autodesk has a forum called "The Area" for peer-to-peer help, and I could probably put you in touch with at least one relative expert on Maya (<-not me at all, Maya's inteface has completely beaten me, I don't go there anymore) if you ever get truly stuck on something.

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Re: 3ds Max and Particle Flow

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11 (edited by Squiggly_P 2012-05-02 18:18:11)

Re: 3ds Max and Particle Flow

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Re: 3ds Max and Particle Flow

That looks amazingly helpful, thanks a lot!

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