Friday 20 September 2013

Reactor use in 3D Max

Reactor is a plug-in for 3ds max that allows animators and artists to easily control and simulate complex physical scenes. reactor supports fully integrated rigid and soft body dynamics, cloth simulation, and fluid simulation. It can simulate constraints and joints for articulated bodies. It can also simulate physical behaviors such as wind and motors. You can use all of these features to create rich dynamic environments.

Once you have created an object in 3ds max , you can assign physical properties to it with reactor . These can include characteristics such as mass, friction, and elasticity. Objects can be fixed, free, attached to springs, or attached together using a variety of constraints. By assigning physical characteristics to objects like this, you can model real-world scenarios quickly and easily. These can then be simulated to produce physically accurate key framed animations.

When you have set up your reactor scene, you can preview it quickly using the the real-time simulation display window. This allows you to test and play with a scene interactively. You can alter positions of all physical objects in the scene, dramatically reducing the design time. You can then transfer the scene back into 3ds max with a single key-click, while retaining all the properties needed for the animation.

reactor frees you from having to hand-animate time-consuming secondary effects, like exploding buildings or draping curtains. reactor also supports all standard 3ds max features such as key frames and skinning, so you can use both conventional and physical animation in the same scene. Convenient utilities, such as automatic key frame reduction, let you tweak and alter the physically generated parts of an animation after it has been created.
In this tutorial we will learn how to simulate "REACTOR CLOTH" with "REACTOR WIND" in 3ds max so keep ready we are going to start.
1-Run 3ds max if its already running reset it and bring a new fresh scene.
2-To simulate cloth effect first of all we need wall with the window hole, ok lets create wall and hole for our curtain, create go to create panel "Create">"Geometry">"standard primitives">"box" use the setting as image illustrated below.
3-now its time to create a hole for window to do this we need one more box but little smaller then the wall, like before create a box with this settings as image below.
4-Now we need to subtract little box to create hole for window go to create panel again from dropdown menu chose compound objects as picture indicated below.
5-from compound objects now chose "Boolean" and then tall small window appears from the window chose "Pick Operand B" and then click on small box to which we want to create hole for our window, as image shown below.
6-now chose "Pick Operand B" and then hit the small box in the scene as picture indicating below.

7-i have created window for the hole and the curtain hang you you should use these settings to create curtain hang for the scene as image below.
8-now this is time to create our cloth to create this go to "create" panel "Geometry" chose "plane" in the front view port create a plane in any size then use these setting in image below.

9-ok now fix your newly created plane and name it "curtain" bring it almost near to hang but don't touch because when we play reactor it will give use interpenetration error. by the way I have add cloth material to my plane to show it as realistic. as image illustrated below.
10-now its time to add rigid body collection to our objects, if you see in the left hand side there is a bunch of small icons as like below,
its called reactor panel from the the panel chose this icon and create it in anywhere in scene it dose not matter where you keep it, before creating rigid body collection make sure every thing is in scene unselected.
11-ok now the rigid body modifier appears from there just chose "Add" the add window will appear select every thing in the scene except curtain because we are going to add reactor cloth to our curtain then it will create error in the simulation if its already in rigid body collection. as image below.
12-now you see every thing is in the rigid body collection except curtain as pic.11 indicated below.

13-now we are pretty done with our scene, lets now add reactor cloth modifier to our curtain, ok with curtain selected go to "Modify" panel from dropdown menu selected "reactor cloth" as pic.12 below.
14-in reactor cloth modify panel give any value in "Mass kg" you want but here i give it 80 kg i know this one is very heavy for the cloth you can use your own value, and make sure Avoid Self-Intersection is checked, as pic.13 below.
15-select the curtain and click on a little + sign to reveal its vertex mode and then select vertex as pic.14 below.
16-if you see now you curtain is totally shown it vertexes, now select 2 lines of vertex near to curtain hang to fix the curtain over this place, as image illustrated below.


17-with the top 2 vertex lines selected scroll down to see "Fix Vertices" button still with the top 2 vertex lines selected hit "Fix Vertices" now you will see the red colored vertex changed its color to orangey color its mean that these vertex are fixed in the place. as image below.
18-now we are pretty done with our curtain go to normal mode out from vertex by selecting on reactor cloth.
19-selecte curtain again from reactor panel hit this icon it is cloth collection with out this our cloth simulation will not work. make sure just curtain is add in cloth collection, and also you can add the curtain like rigid body collection in the cloth collection.
20-this is the time to add "Wind" into scene to blow the curtain click on this icon in reactor panel and then in left view port put it somewhere in the middle of curtain to blow curtain perfectly. in the picture below.
21-now go to "wind" modify panel in the wind speed give value of 90 or what ever you like to wind have speed, in picture below.
22-also check these option in "wind" modify panel scroll little bit down to see these check boxes, in image below.
23-from reactor panel hit this button to see how animation is look like when you see animation is perfect then you can use this
icon to create animation in your scene.

24-now one problem to mention when you hit the "preview Animation" or "Create Animation" it will give a error, as like image below.
25-so what is this error it because of our curtain is in convex hull mode, now we should change it from convex hull in to concave mesh to do this
chose this icon from reactor panel and open it, now change it s like image below.
26-we are done now and I hope you learn something about reactor cloth and reactor wind.
The "Preview Animation" final result

And this one is after creating animation and add side wall floor and material to objects


if you have any comments feedbacks questions mail me I will be happy to answer you.

Explosion Tutorial in 3D Max

1.Create a SphereGizmo anywhere in the scene. Just place it somewhere in a place where it can easily be found, like as shown below.

Hue: 37
Sat: 54
Value: 255
Outer color:
R: 255
G: 120
B: 30
Hue: 17
Sat: 225
Value: 225
Of course, there's nothing wrong with trying something different.
3. Make an omni light in the center of the combustion gizmo. Put some attentuation on it. This is the light that will *supposedly* light up the object you're....lighting up

4. Color said omni light orange.
5. Create a particle SuperSpray with the following settings and place it inside the center of the SphereGizmo.

Basic Parameters:
Off Axis: 90.0
Spread: 90.0
Off Plane: 0.0
Spread: 180.0

Particle Generation:
Use Rate: 20
Speed: 5.0
Variation: 50.0
Particle Size: 3.0

Particle Type:
Tetra

Rotation and Collision:
Set to "Direction of Travel/MBlur", and set it to 15.
Next, select said SuperSpray, right-click on it, go to Properties, and assign it an Object ID. Assign it any # you want, but for this exercise it will be 32. Then, go to the Material Editor, and create something that's totally glowing white, either using self-illumination or raytrace luminosity. Apply that material to the particle spray.
The particle spray should look something like this, if you advance the frames enough:
6. Now for the hard part. Go to Rendering->Video Post. First of all (do this first), click on the blue thing:
After you click, select "Perspective" from the list of viewports and press OK. Then, you will need to put a lens flare in the middle of the explosion. Click on "Add Image Filter Event", and add a lensflare:

Setup the lensflare. You can either use a provided lens flare file made for explosions/quantum singularities/whatever, or you can use the AFTERFX3.lzf file pre-included with MAX, and red-shift the glows, red-and-orange-shift the manual secondries, increase first manual secondary size to at least twice that of the glow, and apply inferno (gaseous) to the manual secondaries.
Anyway you should have a lensflare looking something like this:
Then, when you have the lens flare right, go to "Node Sources" and pick the omni light as the node source. Press OK. Find a frame where the particles look good, and go to that frame in the video post renderer and render.
Then, back to the video post. Add a Lens Flare Glow. The settings for it are like:
Object ID: [whatever # you assigned the superspray]
Size: 0.2
Set glow color to "pixel", the color is something that will make it look better, like yellow, orange, blue, etc. If you really feel like it, you can use a gradient 
The video post thingy should look like this:

Remember, what you call the lensflare and the SuperSpray glow can be anything you want.
By the way, render the image:

Monday 16 September 2013

Create Image Zoom Hover effects in html5


.prod-pic{ width:150px; height:150px; overflow:hidden;}
.prod-pic img {
  height: 190px;
  width: 190px;

  -webkit-transition: all 1s ease;
     -moz-transition: all 1s ease;
       -o-transition: all 1s ease;
      -ms-transition: all 1s ease;
          transition: all 1s ease;
}

.prod-pic img:hover {
  width: 150px;
  height: 150px;
}

smoke tutorial of 3D Max

Reset your scene and start by making a cone with radius1: 10, radius2: 150, Height: 800, Height segments: 80, Sides: 40 and mark the "Generate Mapping Coords" This will make the basic sharp of the smoke. It should look something like the cone on Fig01. If your smoke got another shape, just modify the setting so it fits.
Fig01
The Cone got caps in the top and bottom, we don't want those, so add an edit mesh and cut them off.
And to be honest the shape doesn't look much like smoke, it have to be noisy, and more noisy in the top then the bottom, for this we well need the "Mesh Select" and soft selection. add the modifiere and select the first row of vertices from the top. Mark the "Use Soft Selection" and set the faloff to 750. remember the height of the cone was 800. so the vertices in the bottom is not affected.
Now with the "Mesh Select" in "Sub-Object" mode add a noise modifiere. set all the strenght values to 250 and the scale to 130. Because we use soft selection the noise is most affected in the top, just like we wanted. See Fig02.
Fig02
We also want the smoke to be animated, so mark the "Animate Noise" and set the frequency to 0.05 since 0.25 is way too fast. Now its so slow 100 frames isn't enough, so scale it to 200 frames. The animation still doesn't look right, it just waves from side to side, and smoke usually comes from the bottom and goes up, lets fix that. In the noise modifiere go to "Sub Object" mode and go to frame 200 and press animate and move the gizmo about 800 units up, and go out of "Sub Object" mode. See Fig03.

But one cone isn't enough. Make 4 copies so you'll have 5 cones all in all. but they all look the same, just change the noise seed for the 4 new cones, so they all have a unique number. If you want to, you could also change some of the strenght values and the scale of the noise.
Fig03
Now make a Camera and a lightsource with shadow mapped shadows perpendicular on the camera, and turn the viewport to shaded mode, and you should have something like this Fig04, maybe in another color.
Fig04
Now we just need a material that looks like smoke. It have to be transparent in the top and more solid in the bottom. The edges of the smoke also have to be more solid then the center of the smoke.
Make a new material, and set the "Specular Level" and "Glossiness" to 0 since we don't want any highlights.

Under "Extended Parameters" set the "Type" to "additive" This means its adds the color to the background. So if you have a dark transparent material, it wouldn't show up because there isn't much to add. We can use this to make the center of the smoke dark, and thereby transparent.
So we want the center of the smoke dark, and the edges white. The Falloff material can do this, so add one in the "Diffuse" slot. This will make the faces with the normals pointing at the camera black, and the faces with normals perpendicular to the camera white. Adjust the curve so it looks like Fig05.
Fig05
We also want the material to be more illuminated on the edge, so copy the Falloff map to the "Self-illumination" slot. And adjust the curve so it looks like Fig06.

Like I set it have to be more tranparent in the top then the bottom, so add a gradient map in the "Opacity" slot. set color1 to 0,0,0 color2 to 20,20,20 and color3 to 255,255,255. And under "coordinates" set tiling to U:0.9 and V:0.9 if you doesn't do this the very-top of the smoke will be white, since the gradient tiles a bit.

Now hit render.. And you should have something like the picture in the bottom of this tutorial.
If you don't like the result, you could always adjust the diffuse, self-ilumination and opacity map. to make it more or less transparent, or change the color, or...
Fig06
Add a gradient in the diffuse falloff, and make the gradient go from yellow to white, so the smoke will be slighty yellow in the top, Simulating the nicotine in the smoke.

Its also possible to make a touch using this technique, just make the diffuse colors red/orange maybe in a noise map, and add some fractal noise to the the gradient opacity map.

Add a flex modifier before "Noise" and "Mesh Select" and animate the smoke, this will cause the top of the smoke to lag behind the bottom.


Create Eyelashes in 3D Max

The creation of eyelashes is one of the most complicated tasks of a human model, there are different ways to create them, but the one that I am going to explain is the method which I feel most comfortable with; in addition, to this the result can be very realistic.
Select the edges that will be used for the start point of the lower eyelashes.
Click the "Create shape from edges" button and set the "Shape type" to "Linear"
Make the shape renderable with a thickness of 0,5 with 3 sides. It is advised to use between 4 to 6 steps for distant shots and about 8 to 12 for close-ups.
Now Right-Click in the "Snap" button and check "Vertex" in the options dialog.
Use the "Refine" command to add extra vertex points to the shape. It is important to remember that the centre of the eyelash is more densely packed with hairs than the outer areas; add the vertexes accordingly.
Copy the shape 2 times and locate the copies as demonstrated in the image; The first should be place a little forward and lower than the original, the second a little farther forward and lower again.
With the"create line" tool connect the vertex in the three shapes, working always from the eye and moving outwards (this is important).  
Remove both shapes cloned previously and the useless segments in the first shape.
Now select the central vertexes of each line, Right-click and soften the shapes by selecting the "Smooth" option from the pop-up menu.
The last stage of modelling should be to move the vertexes at the ends to add a bit of randomness to the lashes. Also we can group some of the ends of the lashes to simulate clumping. This is best applied to the longer lashes, and bear in mind that we will be adding an opacity map later which will clip the ends of the lashes.
Convert the "splines" to "Editable Poly" and delete the "Caps"
Now simply assign a very dark brown standard material to the lashes and put a gradient map in the "opacity" slot.
Finally, repeat the whole process for the upper lashes and make a mirror of both shapes to locate them in the other eye. Again, you may wish to tweak the end vertexes to add randomness to the lashes.