Dissolving Models with Particle Flow and Animated Opacity Map

Size: px
Start display at page:

Download "Dissolving Models with Particle Flow and Animated Opacity Map"

Transcription

1 Dissolving Models with Particle Flow and Animated Opacity Map In this tutorial we are going to start taking a look at Particle Flow, and one of its uses in digital effects of making a model look as though it is dissolving into dust. This is a more advanced method and requires a bit of a better understanding of 3DS Max and Particles Systems. As such I will assume if you are trying this tutorial out that you have a decent knowledge and understanding of the program and it's more basic points. To start open a new 3DS Max file, and create 2 things. First, make a teapot and second create a wind space warp. Position these two items with the end result in mind. We are going to make this teapot dissolve into dust and blow away in the wind. I've given my teapot a radius of 40 and 8 segments, just for looks. The wind I have given a strength of 0.25 and left it set to Planar. Give it a Turbulence of.7 Frequency of 5.0 and Scale of 0.05 This will change up the pattern of our wind instead of blowing our dust particles in a straight line.

2 Your scene should look something like this so far. Now that we have the objects we will need in our scene, we can open up the Particle Flow window. Hit 6 on your keyboard, this should bring up a new window that we will use in creating a flow chart of what our particles will do. **if hitting 6 doesn't bring up the empty particle flow window, then look at the top of your 3DS Max window and find the button that looks like - - This is the keyboard shortcut override toggle and as long as it is depressed will allow us to open the particle flow window by hitting 6** You can also get to this window by going up to the main menus, clicking on Graph Editors and then down to Particle View. You can also create a particle system from the create tab called PFlow, the only downside to this is that it will start you with default flowcharts and you will have to spend time removing them in order to build your own.

3 One way or the other, you should now have a new window in front of you that looks like this: This is the Particle View window. Here we have complete control over what our particles do at any given moment in our animation. It lets us script out events and how the particles will act, react, or change over time. Don't let the lists of items scare you, it really is all pretty self explanatory after you get used to it. The large empty grey area, is where we will drag and drop items from the below list and connect them with lines and arrows. The list below in the white area, is all of the "events" we can add, modify, and place in our flow chart area. The dark grey are to the right side, is all of our settings. Depending on what we have selected in our flow chart, the settings here will change. Just like the settings in our Modify tab.

4 First things first, we need to create a new system. Right click in the empty grey area in the Particle View window: Find New -> Particle System -> Empty Flow. This will create a new Particle Flow system in both our viewports, and in the Particle View flow chart area. An orange icon will appear in your viewports, this is the PF Source we just created. In your Particle View window you will see the same name PF Source. Here it appears like a box in our flow chart. Click on the Render 01 (Geometry) icon in the flow chart, and notice that the settings come up in the dark grey area of Particle View on the right hand side of the window. These are the settings for the new PF Source we just created. Here we can adjust how much of the particles will be visible in the Render, and what they will appear as. Leave everything here at the default for now.

5 Next we need to start selecting and dragging out "Events" from the list in the white area below the flow chart. Find the listing that says "Birth" and click and drag it out to the empty grey area just below the PF Source node we just created and then drop it. Like this: When you have done so, you will now have two boxes in your flow chart. The original PF Source, and now a new box labeled Event 01. This is the beginning of our particle system. In other particle systems you may have used each particle is told when to start and stop, and how many particles we are going to have total. It is the same here, only we are placing the settings ourselves.

6 Before we adjust the settings we need to link our PF Source 01, to our Event 01. Notice the little blue line with a dot at the end of it just below the PF Source box? Click on the dot, and drag and drop it in the empty circle above the Event 01 box. This will link them together and tell the flow chart pieces that they are related to one another. As long as a dotted blue line with an arrow at the end of it points from one to the other, we can continue. Click on the Birth Icon in the Event01 box, and go over to the right to adjust its settings. These settings should appear familiar to you if you have had any experience up to now with particles of any type. Emit Start: 0 - This is when the particles will start emitting from our object. Emit Stop: 50 - This is when the particles will stop emitting from our object. Amount: This is how many particles we will have in total. Set yours to match mine for now, we can always come back later and adjust to our liking further. Now that our particles have a place to begin, we need to tell them what they will begin to emit from. In our case, it will be the teapot we started with in the beginning of this tutorial.

7 Head down to the list of events again, and find one that says "Position Object". Then click and drag it into the Event01 box with our Birth event in it, and drop it right between the Birth 01 and the Display 01 events in the box. Like this: If you dropped it correctly, the new event will now appear in the Event01 box between Birth and Display >

8 Click on the Position Object 01 and go over to the right side of the Particle View window to adjust its settings. Click on the "By List" button under the Emitter Objects. From the resulting list choose the Teapot we created in the beginning, and then click on the Select button. <--- It should then appear in the empty Emitter Objects: list. Now scrub back and forth in your timeline and see what we just did. You should see all kinds of little tick marks being generated on the surface of the teapot from frames 0 to 50.

9 We have successfully told the teapot to be the emitter for our particles. Next, we need to tell our particles to obey the wind spacewarp we made in the beginning of our tutorial. Go back to your Particle View window, and this time in the list of Events, find Force. Click and Drag the force event to between the newest Position Object, and the Display01, just like we did before. Drop it in between >

10 Then click on the Force01 icon, and adjust its settings to the right. Once again, click on the "By List" button, and select our wind from the resulting menu > Again, check out the results of adding the wind to the flow chart in your viewport by scrubbing back and forth along the timeline. Our particles are created, and now are moving with the wind away from the surface of our teapot. So far so good. Our particles still need a bit of guidance, go back to your Particle View window and find in the events list the one that says "Shape" Drag it and Drop it just below the force like before.

11 > Click on the Shape event and adjust its settings to the right like before. This is going to further define what our particles look like. Anything from spheres, to tetras, or cubes. This is also where we can adjust how big our particles are going to be in the final render. Experiment with these settings to figure out what might work best for what you wish to accomplish. For the purpose of this tutorial I have just set the particles to appear as 3D Cubes, and given them a size of.35.

12 When finished go back to your Flow Chart area, and click on the last icon in the Event01 box. The Display event that we have been avoiding since we first created our Birth. This setting lets us choose what color we want our particles to be, as well as what the particles appear as in our viewport. Click on Display 01 and look to the right for the settings: I have selected Geometry from the drop down under Type: This will show us our cubes in the viewport. I have also changed the color here to match the color of our current teapot. If this was more than a tutorial, we would definitely want to change this from a color to a real texture, but for our demonstration purposes, getting the colors of the teapot and the particles as close as possible is good enough. That's it for the particle system. Our particles are complete. you can now close down the Particle View Window. Only one thing left to do now, and that's make it look as the our teapot is vanishing as our particles break off and fly off into the wind. To accomplish this, we will use a simple animated opacity map. So please open your material editor (M).

13 In your material editor choose an empty texture slot, and change the diffuse color to match your particles. In my case it was a pinkish purple color. Then once you have a matching color, assign it to your teapot and then click on the Opacity map button either by finding Opacity in the Maps rollout, or by clicking the empty box button next to Opacity marked above. Find and select "Gradient Ramp" from the list.

14 In the gradient ramp we are going to do a few things. As this is in our opacity map channel, this will be how we are going to make it appear as though our teapot gradually blows away into dust. In order to accomplish this, we are going to custom animate the Gradient ramp, and then add some noise. As with any gradient editing program, you will see the gradient, in this case, black to grey to white. The three markers along the gradient are where the full change in color takes place. Clicking on the gradient anywhere else outside of these markers, will add another marker that you can change. Click in the middle of the gradient to add a fourth marker. You can then click and drag these markers to various positions along the gradient, in combination with the position numbers above the top right of the gradient that tells you what the RGB color is for said marker, and the Pos number or (Position) number along the gradient from position 0 to 100. You can change the color at each marker, by double clicking on top of the marker itself. Do this now, for each marker and turn all 4 colors to white. White is the color assigned to fully opaque in an Opacity Map, Black is fully transparent and anything in between will vary based on how light or dark the color is. Double click each marker along the gradient and change the color to white for all of them. We want the gradient to be fully white at first, so that our teapot is also fully visible, or fully opaque.

15 Next, move the second marker in from the left, to Pos=1. Then move the 3rd marker in from the left, to Pos=2. Great, now we can begin animation. Turn on your auto key button, and then move the timeline scrubber to keyframe # > Then return to your Gradient Ramp, and the 4th marker at Pos=100. Double click and change the color to black.

16 Move the third marker to Pos=99, once it is at Pos=99 double click that marker and change it to black also. Then move the second marker to Pos=98, and then double click the second marker and make it black. Then lastly double click on the first marker and make it black as well. Good. This will make more sense soon, I promise. Now with auto key still on, go back to the timeline scrubber and move it to keyframe #2. Look at your Gradient Ramp now. All the colors at this end of the timeline are still white, but at frame #70 we have changed them all to black. A couple more changes and we'll be ready to move on.

17 At frame #2, go back to your gradient ramp and double click on our 1st marker, to make it black. Do the same for the second marker at frame #2. Now scrub back and forth down the timeline to see the changes. The black color should animate and move down the gradient, slowly overtaking the entire white gradient ramp, with black. Look at your teapot and your texture in the material editor. It should slowly be moving from fully visible, to invisible.

18 Next, lets add some noise to this line so it doesn't vanish in a straight edged line. If Auto Key is still on, good. If not, turn it back on. Below the gradient in our Gradient Ramp Parameters, you will see the Noise: settings. (note: don't open the rollout entitled noise, just the settings in the Gradient Ramp Parameters.) Move your scrubber back to Frame #70. Then increase the Amount: setting in your Gradient Ramp to 1.0 from 0 and mark the radial button named "Fractal" Turn the Auto Key off, and check out the animation on your texture now by scrubbing back and forth along the timeline.

19 Hopefully it should be vanishing in an irregular pattern now. Make sure to add a "UVW Map" Modifier to your teapot on the modifier tab and adjust the gizmo to give you the best results, then you are all done! Render out your animation and make any necessary tweaks.

Flames in Particle Flow

Flames in Particle Flow Flames in Particle Flow In this tutorial we are going to take a look at creating some licking flames in Particle Flow. I warn you however, is that this method of fire creation is very processor intensive.

More information

Lightning Strikes. In this tutorial we are going to take a look at a method of creating some electricity zapper effects using Particle Flow.

Lightning Strikes. In this tutorial we are going to take a look at a method of creating some electricity zapper effects using Particle Flow. Lightning Strikes In this tutorial we are going to take a look at a method of creating some electricity zapper effects using Particle Flow. Open a new scene in 3DS Max and press 6 to open particle view.

More information

Burning Laser. In this tutorial we are going to use particle flow to create a laser beam that shoots off sparks and leaves a burn mark on a surface!

Burning Laser. In this tutorial we are going to use particle flow to create a laser beam that shoots off sparks and leaves a burn mark on a surface! Burning Laser In this tutorial we are going to use particle flow to create a laser beam that shoots off sparks and leaves a burn mark on a surface! In order to save time on things you should already know

More information

Swarm of Bees. See a preview animation of the effect to get an idea about what we are creating here:

Swarm of Bees. See a preview animation of the effect to get an idea about what we are creating here: Swarm of Bees In this tutorial we are going to use particle flow to create a swarm of flight gifted insectoids swarming towards and around a target. Same as our Ants tutorial, we can use an instance of

More information

In this tutorial, you will create a scene with sandman dispersing in sand, as shown in in the image below.

In this tutorial, you will create a scene with sandman dispersing in sand, as shown in in the image below. Particle Flow In this tutorial, you will create a scene with sandman dispersing in sand, as shown in in the image below. Creating the Project Folder 1. Create a project folder with the name c17_tut1 at

More information

Tangents. In this tutorial we are going to take a look at how tangents can affect an animation.

Tangents. In this tutorial we are going to take a look at how tangents can affect an animation. Tangents In this tutorial we are going to take a look at how tangents can affect an animation. One of the 12 Principles of Animation is called Slow In and Slow Out. This refers to the spacing of the in

More information

Page 1 of 10 Creating Cigarette Smoke In this tutorial, you use a particle system to create a stream of cigarette smoke trailing from an ashtray. The animation relies on space warps to affect the movement

More information

Caustics - Mental Ray

Caustics - Mental Ray Caustics - Mental Ray (Working with real caustic generation) In this tutorial we are going to go over some advanced lighting techniques for creating realistic caustic effects. Caustics are the bent reflections

More information

Submerge Camera Shader

Submerge Camera Shader Submerge Camera Shader In this tutorial we are going to take a look at a simple scene with a swimming pool and a teapot and we will use the Mental Ray Camera shader called "Submerge" to change the look

More information

Polygon Modeling Basics Chapter 1 - Vertices

Polygon Modeling Basics Chapter 1 - Vertices Polygon Modeling Basics Chapter 1 - Vertices In this tutorial we will cover the basic tools necessary for Polygon Modeling using the Vertex sub-object selection. It is less of a how to tutorial and more

More information

Ambient Occlusion Pass

Ambient Occlusion Pass Ambient Occlusion Pass (Soft Shadows in the Nooks and Crannies to Replicate Photorealistic Lighting) In this tutorial we are going to go over some advanced lighting techniques for an Ambient Occlusion

More information

Introduction to Flash - Creating a Motion Tween

Introduction to Flash - Creating a Motion Tween Introduction to Flash - Creating a Motion Tween This tutorial will show you how to create basic motion with Flash, referred to as a motion tween. Download the files to see working examples or start by

More information

Basic Texturing Tutorial by Gary Wu

Basic Texturing Tutorial by Gary Wu Basic Texturing Tutorial by Gary Wu This tutorial will teach you how to use basic shaders as textures on your models. In this example, we will be using a pumpkin model. The first step assumes you have

More information

Low Poly Game Plants

Low Poly Game Plants Low Poly Game Plants In this tutorial we are going to create some very simple low poly plants like the kind you find in video games all over the place. If you don t need to know the photoshop steps, or

More information

How to start your Texture Box Project!

How to start your Texture Box Project! How to start your Texture Box Project! Shapes, naming surfaces, and textures. Lightwave 11.5 Part One: Create Your Shape Choose Start, Programs, New Tek, Lightwave and Modelor (the orange one). 1.In one

More information

Scale Rate by Object Size: Only available when the current Emitter Type is Surface, Curve, or Volume. If you turn on this attribute, the

Scale Rate by Object Size: Only available when the current Emitter Type is Surface, Curve, or Volume. If you turn on this attribute, the Basic Emitter Attributes Emitter Name: The name helps you identify the emitter object in the Outliner. If you don t enter a name, the emitter object receives a default name such as emitter1. Solver: (For

More information

Chapter 14 Particle Systems & Interactions

Chapter 14 Particle Systems & Interactions Chapter 14 Particle Systems & Interactions This is probably the nicest and most flexible of the Blender effects. When you turn an object into particles, it can be used to simulate snow, fire, smoke, clouds,

More information

animation, and what interface elements the Flash editor contains to help you create and control your animation.

animation, and what interface elements the Flash editor contains to help you create and control your animation. e r ch02.fm Page 43 Wednesday, November 15, 2000 8:52 AM c h a p t 2 Animating the Page IN THIS CHAPTER Timelines and Frames Movement Tweening Shape Tweening Fading Recap Advanced Projects You have totally

More information

AR-media TUTORIALS IMPROVING REALISM AMBIENT OCCLUSION. (June, 2011)

AR-media TUTORIALS IMPROVING REALISM AMBIENT OCCLUSION. (June, 2011) AR-media TUTORIALS IMPROVING REALISM AMBIENT OCCLUSION (June, 2011) Copyright Copyright 2008/2011 Inglobe Technologies S.r.l. All rights reserved. No part of this publication may be reproduced, transmitted,

More information

This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space.

This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space. 3D Modeling with Blender: 01. Blender Basics Overview This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space. Concepts Covered Blender s

More information

Introduction to Unreal Engine Blueprints for Beginners. By Chaven R Yenketswamy

Introduction to Unreal Engine Blueprints for Beginners. By Chaven R Yenketswamy Introduction to Unreal Engine Blueprints for Beginners By Chaven R Yenketswamy Introduction My first two tutorials covered creating and painting 3D objects for inclusion in your Unreal Project. In this

More information

UDK Basics Textures and Material Setup

UDK Basics Textures and Material Setup UDK Basics Textures and Material Setup By Sarah Taylor http://sarahtaylor3d.weebly.com In UDK materials are comprised of nodes, some of which you may be familiar with, such as Diffuse, normal, specular

More information

What is the Deal with Color?

What is the Deal with Color? What is the Deal with Color? What is the Deal with Color? Beginning from the beginning Our First Moves Diffuse Object Colors Specular Lighting Transparency Paint on Image Those sliders and things Diffuse

More information

Pd Iray Shader Kit 2 - User s Guide

Pd Iray Shader Kit 2 - User s Guide Pd Iray Shader Kit 2 - User s Guide Introduction Pd Iray Shader Kit 2 is a do-it-yourself shader kit for Iray rendering. All of the shader presets are based off the Daz Iray Uber Base. You can create 1000's

More information

Textures and UV Mapping in Blender

Textures and UV Mapping in Blender Textures and UV Mapping in Blender Categories : Uncategorised Date : 21st November 2017 1 / 25 (See below for an introduction to UV maps and unwrapping) Jim s Notes regarding Blender objects, the UV Editor

More information

Interactive Tourist Map

Interactive Tourist Map Adobe Edge Animate Tutorial Mouse Events Interactive Tourist Map Lesson 1 Set up your project This lesson aims to teach you how to: Import images Set up the stage Place and size images Draw shapes Make

More information

Turn your movie file into the homework folder on the server called Lights, Camera, Action.

Turn your movie file into the homework folder on the server called Lights, Camera, Action. CS32 W11 Homework 3: Due MONDAY, APRIL 18 Now let s put the ball in a world of your making and have some fun. Create a simple AND WE MEAN SIMPLE environment for one of your ball bounces. You will assign

More information

Animating the Page IN THIS CHAPTER. Timelines and Frames

Animating the Page IN THIS CHAPTER. Timelines and Frames e r ch02.fm Page 41 Friday, September 17, 1999 10:45 AM c h a p t 2 Animating the Page IN THIS CHAPTER Timelines and Frames Movement Tweening Shape Tweening Fading Recap Advanced Projects You have totally

More information

Select, Move, Rotate and Scale

Select, Move, Rotate and Scale Select, Move, Rotate and Scale In this tutorial we will cover the basic tools necessary for navigating, moving, and manipulating objects in 3DS Max. It is less of a how to tutorial and more of a guide

More information

Working with the Dope Sheet Editor to speed up animation and reverse time.

Working with the Dope Sheet Editor to speed up animation and reverse time. Bouncing a Ball Page 1 of 2 Tutorial Bouncing a Ball A bouncing ball is a common first project for new animators. This classic example is an excellent tool for explaining basic animation processes in 3ds

More information

Chapter 19- Object Physics

Chapter 19- Object Physics Chapter 19- Object Physics Flowing water, fabric, things falling, and even a bouncing ball can be difficult to animate realistically using techniques we have already discussed. This is where Blender's

More information

Exercise One: Creating a Title 3D Effect

Exercise One: Creating a Title 3D Effect 1 Tutorials 2 Exercise One: Creating a Title 3D Effect The exercises in this section are designed to give you a hands-on introduction to the Boris Title Generators. You will need a project with some captured

More information

Note: Photoshop tutorial is spread over two pages. Click on 2 (top or bottom) to go to the second page.

Note: Photoshop tutorial is spread over two pages. Click on 2 (top or bottom) to go to the second page. Introduction During the course of this Photoshop tutorial we're going through 9 major steps to create a glass ball. The main goal of this tutorial is that you get an idea how to approach this. It's not

More information

Chapter 4- Blender Render Engines

Chapter 4- Blender Render Engines Chapter 4- Render Engines What is a Render Engine? As you make your 3D models in, your goal will probably be to generate (render) an image or a movie as a final result. The software that determines how

More information

O Hailey: Chapter 3 Bonus Materials

O Hailey: Chapter 3 Bonus Materials O Hailey: Chapter 3 Bonus Materials Maya s Toon Line For those familiar with toon lines in Maya, you may skip ahead past this section. Those not familiar might find it useful to understand the basics of

More information

Bforartists Reference Manual - Copyright - This page is under Public Domain. Editors

Bforartists Reference Manual - Copyright - This page is under Public Domain. Editors Editors Introduction...2 Hidden menus...2 The Header menu...2 Flip to Top...2 Collapse Menus...2 Hide Editortype menu...3 Maximize Area - Tile Area...3 The editor type menu...3 Area Options...3 Split area...3

More information

First Animated Model Yellow Submarine

First Animated Model Yellow Submarine Course: 3D Design Title: First Animated Model Yellow Submarine Blender: Version 2.6X Level: Beginning Author; Neal Hirsig (May 2012) First Animated Model Yellow Submarine Most of you are perhaps too young

More information

Captain America Shield

Captain America Shield Captain America Shield 1. Create a New Document and Set Up a Grid Hit Control-N to create a new document. Select Pixels from the Units drop-down menu, enter 600 in the width and height boxes then click

More information

1st Point. 2nd Point. hold shift & drag along Y. Splines

1st Point. 2nd Point. hold shift & drag along Y. Splines Splines STEP 1: open 3DS Max _ from the Command Panel under the Create tab click on Shapes (note: shapes are really Splines) _ under Object Type click on Ellipse STEP 2: Expand the Keyboard Entry tab type

More information

9 Dynamics. Getting Started with Maya 491

9 Dynamics. Getting Started with Maya 491 9 Dynamics Dynamics is a branch of physics that describes how objects move using physical rules to simulate the natural forces that act upon them. Dynamic simulations are difficult to achieve with traditional

More information

Autodesk Fusion 360: Render. Overview

Autodesk Fusion 360: Render. Overview Overview Rendering is the process of generating an image by combining geometry, camera, texture, lighting and shading (also called materials) information using a computer program. Before an image can be

More information

Interactive Tourist Map

Interactive Tourist Map Adobe Edge Animate Tutorial Mouse Events Interactive Tourist Map Lesson 2 Make click events In the last lesson you learned how to set up you stage and get your project ready for some interactivity. You

More information

Max scene used to generate the image from the second pdf in this tutorial.

Max scene used to generate the image from the second pdf in this tutorial. Tutorial covers creating vector drawings from a 3ds max scene and methods for compositing these drawings back into a rendering. Rendering set up is based of the lighting set up from the mental ray/skylight/mr

More information

Tutorial: How to create Basic Trail Particles

Tutorial: How to create Basic Trail Particles Tutorial: How to create Basic Trail Particles This tutorial walks you through the steps to create Basic Trail Particles. At the end of the tutorial you will have a trail particles that move around in a

More information

This view is called User Persp - perspective. It's good for rendering, but not for editing. Ortho will be better.

This view is called User Persp - perspective. It's good for rendering, but not for editing. Ortho will be better. Create a crate simple placeable in Blender. In this tutorial I'll show you, how to create and texture a simple placeable, without animations. Let's start. First thing is always to have an idea, how you

More information

Making ecards Can Be Fun!

Making ecards Can Be Fun! Making ecards Can Be Fun! A Macromedia Flash Tutorial By Mike Travis For ETEC 664 University of Hawaii Graduate Program in Educational Technology April 4, 2005 The Goal The goal of this project is to create

More information

Glass Gambit: Chess set and shader presets for DAZ Studio

Glass Gambit: Chess set and shader presets for DAZ Studio Glass Gambit: Chess set and shader presets for DAZ Studio This product includes a beautiful glass chess set, 70 faceted glass shader presets and a 360 degree prop with 5 material files. Some people find

More information

Dynamics and Particle Effects, Part 1 By Audri Phillips

Dynamics and Particle Effects, Part 1 By Audri Phillips Dynamics and Particle Effects, Part 1 By Audri Phillips From their very inception, 3D programs have been used to imitate natural phenomena, creating realistic, stylized, or artistic effects. A greater

More information

Modeling Level Design

Modeling Level Design Summary This tutorial has introduced you to several of the tools you can use to make a low-polygon model with editable poly functionality. These tools can be adapted to the task of modeling any low-polygon

More information

A Guide to Autodesk Maya 2015

A Guide to Autodesk Maya 2015 A Guide to Autodesk Maya 2015 Written by Mitchell Youngerman Table of Contents Layout of Toolbars...pg 1 Creating Objects...pg 2 Selecting & Deselecting Objects...pg 3 Changing Perspective... pg 4 Transforming

More information

TUTORIAL 03: RHINO DRAWING & ORGANIZATIONAL AIDS. By Jeremy L Roh, Professor of Digital Methods I UNC Charlotte s School of Architecture

TUTORIAL 03: RHINO DRAWING & ORGANIZATIONAL AIDS. By Jeremy L Roh, Professor of Digital Methods I UNC Charlotte s School of Architecture TUTORIAL 03: RHINO DRAWING & ORGANIZATIONAL AIDS By Jeremy L Roh, Professor of Digital Methods I UNC Charlotte s School of Architecture Modeling in 3D requires the use of various drawing and organizational

More information

2.2 - Layouts. Bforartists Reference Manual - Copyright - This page is Public Domain

2.2 - Layouts. Bforartists Reference Manual - Copyright - This page is Public Domain 2.2 - Layouts Introduction...2 Switching Layouts...2 Standard Layouts...3 3D View full...3 Animation...3 Compositing...3 Default...4 Motion Tracking...4 Scripting...4 UV Editing...5 Video Editing...5 Game

More information

Full Screen Layout. Main Menu Property-specific Options. Object Tools ( t ) Outliner. Object Properties ( n ) Properties Buttons

Full Screen Layout. Main Menu Property-specific Options. Object Tools ( t ) Outliner. Object Properties ( n ) Properties Buttons Object Tools ( t ) Full Screen Layout Main Menu Property-specific Options Object Properties ( n ) Properties Buttons Outliner 1 Animation Controls The Create and Add Menus 2 The Coordinate and Viewing

More information

NCMail: Microsoft Outlook User s Guide

NCMail: Microsoft Outlook User s Guide NCMail: Microsoft Outlook 2007 Email User s Guide Revision 1.1 3/9/2009 This document covers how to use Microsoft Outlook 2007 for accessing your email with the NCMail Exchange email system. The syntax

More information

Animation Basics. Learning Objectives

Animation Basics. Learning Objectives Animation Basics Learning Objectives After completing this chapter, you will be able to: Work with the time slider Understand animation playback controls Understand animation and time controls Morph compound

More information

User InterfaceChapter1:

User InterfaceChapter1: Chapter 1 User InterfaceChapter1: In this chapter you will learn about several aspects of the User Interface. You will learn about the overall layout of the UI, and then about the details of each element.

More information

Avid FX Tutorials. Understanding the Tutorial Exercises

Avid FX Tutorials. Understanding the Tutorial Exercises Avid FX Tutorials Understanding the Tutorial Exercises The following tutorial exercises provide step-by-step instructions for creating various kinds of effects, while exploring many aspects of the Avid

More information

Blender Lesson Ceramic Bowl

Blender Lesson Ceramic Bowl Blender Lesson Ceramic Bowl This lesson is going to show you how to create a ceramic looking bowl using the free program Blender. You will learn how to change the view, add, delete, scale and edit objects

More information

Animation is the illusion of motion created by the consecutive display of images of static elements. In film and video

Animation is the illusion of motion created by the consecutive display of images of static elements. In film and video Class: Name: Class Number: Date: Computer Animation Basis A. What is Animation? Animation is the illusion of motion created by the consecutive display of images of static elements. In film and video production,

More information

How-To Guide: Beginners Guide on How to Make a Podcast in Reaper

How-To Guide: Beginners Guide on How to Make a Podcast in Reaper How-To Guide: Beginners Guide on How to Make a Podcast in Reaper Introduction Welcome to the How-To tutorial on how to use Reaper. Reaper is a digital audio workstation that is renowned for its full, flexible

More information

ROTOSCOPING AND MATTE PAINTING In Blender v2.48a

ROTOSCOPING AND MATTE PAINTING In Blender v2.48a In the world of Visual Effects, Rotoscoping, Matte Painting and Garbage Painting are necessary and complementary functions. They are used each time a cut-out in the image is necessary, to remove a background

More information

Working with Symbols and Instances

Working with Symbols and Instances Chapter 3 Working with Symbols and Instances Learning Objectives After completing this chapter, you will be able to: Create new symbols Edit the symbols and instances Create and edit button symbols Import

More information

Spiky Sphere. Finding the Sphere tool. Your first sphere

Spiky Sphere. Finding the Sphere tool. Your first sphere Spiky Sphere Finding the Sphere tool The Sphere tool is part of ShapeWizards suite called MagicBox (the other tools in the suite are Pursuit, Shell, Spiral). You can install all these tools at once by

More information

Clickteam Fusion 2.5 Creating a Debug System - Guide

Clickteam Fusion 2.5 Creating a Debug System - Guide INTRODUCTION In this guide, we will look at how to create your own 'debug' system in Fusion 2.5. Sometimes when you're developing and testing a game, you want to see some of the real-time values of certain

More information

Premiere Pro Desktop Layout (NeaseTV 2015 Layout)

Premiere Pro Desktop Layout (NeaseTV 2015 Layout) Premiere Pro 2015 1. Contextually Sensitive Windows - Must be on the correct window in order to do some tasks 2. Contextually Sensitive Menus 3. 1 zillion ways to do something. No 2 people will do everything

More information

Rock Tutorial: Creating A Rock Like Seen In Gears Of War With A Focus On Normal

Rock Tutorial: Creating A Rock Like Seen In Gears Of War With A Focus On Normal http://www.icantbelieveitsnothighpoly.com/tutorials_new.html To view finished product 360 degrees around Instructions // Download: Video (Rotation of Final Mesh)/// (Right click and save) This is an advanced

More information

FLOWING WATER. Five miles meandering with a mazy motion. Through wood and dale the sacred river ran. T.S. ELIOT, THE LOVE SONG OF J.

FLOWING WATER. Five miles meandering with a mazy motion. Through wood and dale the sacred river ran. T.S. ELIOT, THE LOVE SONG OF J. FLOWING WATER Five miles meandering with a mazy motion Through wood and dale the sacred river ran. T.S. ELIOT, THE LOVE SONG OF J. ALFRED PRUFROCK CREATING A FLOWING, SPLASHING VOLUME OF WATER There are

More information

Inflate Object. In this tutorial we are going to use the cloth modifier to simulate a soft body object that inflates itself.

Inflate Object. In this tutorial we are going to use the cloth modifier to simulate a soft body object that inflates itself. Inflate Object In this tutorial we are going to use the cloth modifier to simulate a soft body object that inflates itself. You can see a finished animated preview of this effect by downloading the.mov

More information

Creating Digital Illustrations for Your Research Workshop III Basic Illustration Demo

Creating Digital Illustrations for Your Research Workshop III Basic Illustration Demo Creating Digital Illustrations for Your Research Workshop III Basic Illustration Demo Final Figure Size exclusion chromatography (SEC) is used primarily for the analysis of large molecules such as proteins

More information

IAT 445 Lab 10. Special Topics in Unity. Lanz Singbeil

IAT 445 Lab 10. Special Topics in Unity. Lanz Singbeil IAT 445 Lab 10 Special Topics in Unity Special Topics in Unity We ll be briefly going over the following concepts. They are covered in more detail in your Watkins textbook: Setting up Fog Effects and a

More information

PREMIERE. Introduction to Adobe Premiere

PREMIERE. Introduction to Adobe Premiere PREMIERE You will; 1. View some of Premiere s Tools. 2. Learn about Editing. 3. Learn about Workflow. 4. Learn about Rough Cutting. 5. Learn about Ripple & Rolling Edits. 6. Learn about the Trim Window.

More information

All textures produced with Texture Maker. Not Applicable. Beginner.

All textures produced with Texture Maker. Not Applicable. Beginner. Tutorial for Texture Maker 2.8 or above. Note:- Texture Maker is a texture creation tool by Tobias Reichert. For further product information please visit the official site at http://www.texturemaker.com

More information

Adobe Illustrator. Always NAME your project file. It should be specific to you and the project you are working on.

Adobe Illustrator. Always NAME your project file. It should be specific to you and the project you are working on. Adobe Illustrator This packet will serve as a basic introduction to Adobe Illustrator and some of the tools it has to offer. It is recommended that anyone looking to become more familiar with the program

More information

Movie Maker Tutorial created by Cheryl McKnight

Movie Maker Tutorial created by Cheryl McKnight Movie Maker Tutorial created by Cheryl McKnight The Movie Task Pane list the steps necessary in completing an editing project. If the Task Pane is turned off, go to View, and select Task Pane to toggle

More information

As we said Procedural Textures are not images but textures that Blender creates automatically. They are good to use as a foundation to start with.

As we said Procedural Textures are not images but textures that Blender creates automatically. They are good to use as a foundation to start with. Textures There are two types of Textures in Blender. Procedural Textures that are by default created by the program and Image Textures that use external images. We will first see how you can apply a Procedural

More information

Tutorial 17: Using Visual Image

Tutorial 17: Using Visual Image Tutorial 17: Using Visual Image What follows is a brief introduction to Visual Image. This tutorial does not attempt to touch on all of the capabilities of the software. Instead, it steps through a simple

More information

Animated Modifiers (Morphing Teapot) Richard J Lapidus

Animated Modifiers (Morphing Teapot) Richard J Lapidus Animated Modifiers (Morphing Teapot) Richard J Lapidus Learning Objectives After completing this chapter, you will be able to: Add and adjust a wide range of modifiers. Work in both object and world space

More information

Spira Mirabilis. Finding the Spiral tool. Your first spiral

Spira Mirabilis. Finding the Spiral tool. Your first spiral Spira Mirabilis Finding the Spiral tool The Spiral tool is part of ShapeWizards suite called MagicBox (the other tools in the suite are Pursuit, Shell, Sphere). You can install all these tools at once

More information

Transforming Objects and Components

Transforming Objects and Components 4 Transforming Objects and Components Arrow selection Lasso selection Paint selection Move Rotate Scale Universal Manipulator Soft Modification Show Manipulator Last tool used Figure 4.1 Maya s manipulation

More information

Brief 3ds max Shaping Tutorial

Brief 3ds max Shaping Tutorial Brief 3ds max Shaping Tutorial Part1: Power Key Axe Shaft Written by Maestro 1. Creation: Go to top view, create a 6 sided cylinder, 0.1 radius this is the perfect shaft thickness to fit in the hand, so

More information

2. Drag and drop the cloud image onto your desktop to be used later in the tutorial.

2. Drag and drop the cloud image onto your desktop to be used later in the tutorial. Do the following tutorial. You will use the Earth Map image and Photo image below. 1. Copy the Earth Map image and paste it into photoshop. Open photoshop. Go to menu/file/new. Name it lastname-earth.

More information

Simple Glass TNT Molecule Tutorial

Simple Glass TNT Molecule Tutorial Simple Glass TNT Molecule Tutorial Quinten Kilborn Today, I ll be showing you how to make an awesome looking glass TNT molecule. I was messing with glass textures and found that it makes an awesome science

More information

QUICK EXCEL TUTORIAL. The Very Basics

QUICK EXCEL TUTORIAL. The Very Basics QUICK EXCEL TUTORIAL The Very Basics You Are Here. Titles & Column Headers Merging Cells Text Alignment When we work on spread sheets we often need to have a title and/or header clearly visible. Merge

More information

--APOPHYSIS INSTALLATION AND BASIC USE TUTORIAL--

--APOPHYSIS INSTALLATION AND BASIC USE TUTORIAL-- --APOPHYSIS INSTALLATION AND BASIC USE TUTORIAL-- Table of Contents INSTALLATION... 3 SECTION ONE - INSTALLATION... 3 SIDE LESSON - INSTALLING PLUG-INS... 4 APOPHYSIS, THE BASICS... 6 THE TRANSFORM EDITOR...

More information

Custom Wipe Using a Bitmap Image

Custom Wipe Using a Bitmap Image Custom Wipe Using a Bitmap Image In this tutorial, you ll create a custom wipe using a bitmap image as the template. You can use the pixel information of an image to create many different types of wipes.

More information

Tutorial: Understanding the Lumberyard Interface

Tutorial: Understanding the Lumberyard Interface Tutorial: Understanding the Lumberyard Interface This tutorial walks you through a basic overview of the Interface. Along the way we will create our first level, generate terrain, navigate within the editor,

More information

To familiarize of 3ds Max user interface and adapt a workflow based on preferences of navigating Autodesk 3D Max.

To familiarize of 3ds Max user interface and adapt a workflow based on preferences of navigating Autodesk 3D Max. Job No: 01 Duration: 8H Job Title: User interface overview Objective: To familiarize of 3ds Max user interface and adapt a workflow based on preferences of navigating Autodesk 3D Max. Students should be

More information

UV Mapping to avoid texture flaws and enable proper shading

UV Mapping to avoid texture flaws and enable proper shading UV Mapping to avoid texture flaws and enable proper shading Foreword: Throughout this tutorial I am going to be using Maya s built in UV Mapping utility, which I am going to base my projections on individual

More information

Renderize Live Overview

Renderize Live Overview Renderize Live Overview The Renderize Live interface is designed to offer a comfortable, intuitive environment in which an operator can create projects. A project is a savable work session that contains

More information

Chapter 1- The Blender Interface

Chapter 1- The Blender Interface Chapter 1- The Blender Interface The Blender Screen Years ago, when I first looked at Blender and read some tutorials I thought that this looked easy and made sense. After taking the program for a test

More information

Tutorial: Working with Lighting through Components

Tutorial: Working with Lighting through Components Tutorial: Working with Lighting through Components With a populated scene we can begin layering in light sources to add realism and light to our level. For this we will need to use an environmental probe

More information

4) Finish the spline here. To complete the spline, double click the last point or select the spline tool again.

4) Finish the spline here. To complete the spline, double click the last point or select the spline tool again. 1) Select the line tool 3) Move the cursor along the X direction (be careful to stay on the X axis alignment so that the line is perpendicular) and click for the second point of the line. Type 0.5 for

More information

WAYLAND FREE PUBLIC LIBRARY 3D Design and Printing Tutorial: Create a Keychain

WAYLAND FREE PUBLIC LIBRARY 3D Design and Printing Tutorial: Create a Keychain WAYLAND FREE PUBLIC LIBRARY 3D Design and Printing Tutorial: Create a Keychain Welcome! In this tutorial we will be creating a 3D printed keychain. You will personalize this name tag with text to make

More information

Introduction to Digital Modelling and Animation in Design week 4 Textures

Introduction to Digital Modelling and Animation in Design week 4 Textures Introduction to Digital Modelling and Animation in Design week 4 Textures Thaleia Deniozou - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

More information

Web 2.0 Text logo. Preview: Gimper Sun, 09/02/ :22

Web 2.0 Text logo. Preview: Gimper Sun, 09/02/ :22 Web 2.0 Text logo Gimper Sun, 09/02/2007-17:22 Preview: This web 2.0 text logo tutorial was made for beginners as well as intermediate users, ill be doing it step by step and try not to skip anything so

More information

Tutorial: Making your First Level

Tutorial: Making your First Level Tutorial: Making your First Level This tutorial walks you through the steps to making your first level, including placing objects, modifying the terrain, painting the terrain and placing vegetation. At

More information

Creating warp clips in After Effects CS6

Creating warp clips in After Effects CS6 Creating warp clips in After Effects CS6 Basics UV mapping is a technique where pixels in a texture are mapped onto the surface of a 3d object. GS2 and Virtual Placement supports special GTC warp clips

More information

EnSight 10 Basic Training Exercises

EnSight 10 Basic Training Exercises Exercise 1: Color the Comanche helicopter EnSight 10 Basic Training Exercises 1. Start EnSight 10 and press the Cancel button on the Welcome screen 2. Click on File -> Open and select the Simple Interface

More information

Premiere Pro Manual Basics - Toolbars, Options and Panels

Premiere Pro Manual Basics - Toolbars, Options and Panels Premiere Pro Manual 01 - Basics - Toolbars, Options and Panels 2017 1st edition This Premiere Pro Manual is one of an introductory series specially written for the Arts and Humanities Students at UEA by

More information

The Macromedia Flash Workspace

The Macromedia Flash Workspace Activity 5.1 Worksheet The Macromedia Flash Workspace Student Name: Date: Identify the Stage, workspace, Timeline, layers, panels, Tools panel, and Property inspector. The Macromedia Flash Workspace 5-35

More information