Pleas help lietingos dienos efektas
Gal galit padėt žiaurei svarbu reikia isgaut lietaus efekta apsiniaukusioje dienoje,čia ydėjau screenshot is call of duty kažkas panasaus ...
sendspace.com
pleas help turiu už 2 dienu iki kovo 5 darba baigt :unsure:
Gal kas koki tutoriala turit ar ką, google net nežn kokius raktažodžius vest...
sendspace.com
pleas help turiu už 2 dienu iki kovo 5 darba baigt :unsure:
Gal kas koki tutoriala turit ar ką, google net nežn kokius raktažodžius vest...
--
8-as Pasaulio stebuklas-3ds max 😀
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Tau reikia tik krentančių lašų ar pavaizduot kaip jie išsitaško?
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turiu cia toki particle rain tutoriala(jei ta sito reik
Open Rhinocerous.
First of all, open 3DStudio and import the IGES version of your ball.
Place your ball on a plane (you can call it ?ground?). You may notice the ball in the pic is rotated, but you can rotate it later. Setting some materials could be easier if the ball is not rotated.
Now we can start playing with particles. We need to simulate some drops on the ball?s surface, and the easiest way to do it is to use a meta-particle system.
So create a ?super spray? particle emitter and set the particle type to ?meta?.
You must create a gravity space-warp and link it to the emitter (via the SpaceWarp linker) to let the meta-drops to fall down properly.
To simulate the interaction between the meta-particles and the ball we must create a spherical particle deflector (and link it to the particle emitter, using the SpaceWarp linker). Its diameter must be equal to the ball?s diameter.
You must place the deflector at the same coordinates of your ball.
For my project I decided to turn every parameter of the deflector to 0, except for the roughness parameter, setted to 85%.
Anyway you may change these values to fit your needs...
Now you can scroll the timeline cursor to see your particles falling down and dripping on the ball.
Vary the meta-particle parameters (life, size etc...) until you get a realistic (at lest nice) result.
In the pic you can see how your scene should look like.
And now the rain.
Rain means particles, a lot of particles. So it?s better you choose the camera position for the final rendering before you proceed. Just to limit the number of particle you must generate for your shot.
Once you?ve done it, create one or more spray emitter. In my scene I used 2 different spray emitters (with slightly different parameters) to add some ?random look? to the falling rain.
Put the emitters out of the camera view range, above the ball.
The rain should bounce to the ground, and on the ball.
So let?s add a big planar deflector just above the ground. Then link the emitters you created to the gravity space warp (to let the rain fall), to the big planar deflector and to the spherical deflector we created in Phase nr 9.
As for the drops on the ball, vary the particle parameters to get the optimal result. The number of particle emitted will surely affect the rendering time, so don?te exceed with it!
Grab a screenshot of the front (or is it the side ?!) of your ball, hiding all the stuff you don?t need (particles etc...) and import it in Photoshop.
Then add a level and draw black lines following the path of the cuts in your ball.
Now hide the screen-grab level and save the pic you have created in TGA format (which natively incorporates the alpha channel of the image).
Create a standard material just to test if the map you?ve just created is ok or not (place it in the ?diffuse? slot of the material editor and show the preview in the viewport). Don?t forget to set the UVWmap modifier for your ball. And to set it to planar.
Well, once you have tested this map, it?s time to start the biggest part of the whole project.
Let?s start with the water particles material: I simply used a standard brazil glass material, decreasing the IOR to 1.1 to avoid excessive refractions. This was easy! 😉
And now...the less easy part!
I must say I can?t write here every parameter of every texture of every subshader I created... but I?ll try to resume the creation process of the shaders.
The ground material is structured as you can see in the pic. We have a big concrete map as diffuse color, a bump map and a reflectivity map.
You can see the bump map is a MIXED map. This is because I needed to choose where to have only the concrete bump, and where to have also the water ripple bump (later I?ll show you how I made this ripple effect...)
The reflectivity map is based on the same bitmap I used as submap for the bump slot.
Why? Because I wanted the ground to be more reflective in the area where I added the water ripples (more water on the ground) and less reflective where there is only the concrete bump (a mixture of two procedural maps).
Maybe it?s harder to describe it than to do it!
The ripples bumps map are made in photoshop, manipulating a bitmap I created using Kerlin Image Utilities (freeware software I suggest you to download and explore) and some reference pics. First of all, I created few circles.
You can see the ending result.
The ball?s shader is more complex, but uses a similar approach.
Lets analyze the shader?s structure.
First of all we have a base color, dark orange.
Then we have the diffuse channel. It?s a composite map wich includes various texures: The base color, the black lines we created, the Spalding logo,the NBA logo and finally some dirt.
Notice that every map has to have a different map channel. This allows us to place every texture exactly where we want, using differents UVWmap modifiers.
For the glossiness and specularity level I used the same masked material you can find in the diffuse channel (the map called ?Mappa 3?).
This is because I wanted the dirt to influence both glossiness and specularity.
sudz tik kad fotkiu nerodo, sory kad tiek dauk 😀
Open Rhinocerous.
First of all, open 3DStudio and import the IGES version of your ball.
Place your ball on a plane (you can call it ?ground?). You may notice the ball in the pic is rotated, but you can rotate it later. Setting some materials could be easier if the ball is not rotated.
Now we can start playing with particles. We need to simulate some drops on the ball?s surface, and the easiest way to do it is to use a meta-particle system.
So create a ?super spray? particle emitter and set the particle type to ?meta?.
You must create a gravity space-warp and link it to the emitter (via the SpaceWarp linker) to let the meta-drops to fall down properly.
To simulate the interaction between the meta-particles and the ball we must create a spherical particle deflector (and link it to the particle emitter, using the SpaceWarp linker). Its diameter must be equal to the ball?s diameter.
You must place the deflector at the same coordinates of your ball.
For my project I decided to turn every parameter of the deflector to 0, except for the roughness parameter, setted to 85%.
Anyway you may change these values to fit your needs...
Now you can scroll the timeline cursor to see your particles falling down and dripping on the ball.
Vary the meta-particle parameters (life, size etc...) until you get a realistic (at lest nice) result.
In the pic you can see how your scene should look like.
And now the rain.
Rain means particles, a lot of particles. So it?s better you choose the camera position for the final rendering before you proceed. Just to limit the number of particle you must generate for your shot.
Once you?ve done it, create one or more spray emitter. In my scene I used 2 different spray emitters (with slightly different parameters) to add some ?random look? to the falling rain.
Put the emitters out of the camera view range, above the ball.
The rain should bounce to the ground, and on the ball.
So let?s add a big planar deflector just above the ground. Then link the emitters you created to the gravity space warp (to let the rain fall), to the big planar deflector and to the spherical deflector we created in Phase nr 9.
As for the drops on the ball, vary the particle parameters to get the optimal result. The number of particle emitted will surely affect the rendering time, so don?te exceed with it!
Grab a screenshot of the front (or is it the side ?!) of your ball, hiding all the stuff you don?t need (particles etc...) and import it in Photoshop.
Then add a level and draw black lines following the path of the cuts in your ball.
Now hide the screen-grab level and save the pic you have created in TGA format (which natively incorporates the alpha channel of the image).
Create a standard material just to test if the map you?ve just created is ok or not (place it in the ?diffuse? slot of the material editor and show the preview in the viewport). Don?t forget to set the UVWmap modifier for your ball. And to set it to planar.
Well, once you have tested this map, it?s time to start the biggest part of the whole project.
Let?s start with the water particles material: I simply used a standard brazil glass material, decreasing the IOR to 1.1 to avoid excessive refractions. This was easy! 😉
And now...the less easy part!
I must say I can?t write here every parameter of every texture of every subshader I created... but I?ll try to resume the creation process of the shaders.
The ground material is structured as you can see in the pic. We have a big concrete map as diffuse color, a bump map and a reflectivity map.
You can see the bump map is a MIXED map. This is because I needed to choose where to have only the concrete bump, and where to have also the water ripple bump (later I?ll show you how I made this ripple effect...)
The reflectivity map is based on the same bitmap I used as submap for the bump slot.
Why? Because I wanted the ground to be more reflective in the area where I added the water ripples (more water on the ground) and less reflective where there is only the concrete bump (a mixture of two procedural maps).
Maybe it?s harder to describe it than to do it!
The ripples bumps map are made in photoshop, manipulating a bitmap I created using Kerlin Image Utilities (freeware software I suggest you to download and explore) and some reference pics. First of all, I created few circles.
You can see the ending result.
The ball?s shader is more complex, but uses a similar approach.
Lets analyze the shader?s structure.
First of all we have a base color, dark orange.
Then we have the diffuse channel. It?s a composite map wich includes various texures: The base color, the black lines we created, the Spalding logo,the NBA logo and finally some dirt.
Notice that every map has to have a different map channel. This allows us to place every texture exactly where we want, using differents UVWmap modifiers.
For the glossiness and specularity level I used the same masked material you can find in the diffuse channel (the map called ?Mappa 3?).
This is because I wanted the dirt to influence both glossiness and specularity.
sudz tik kad fotkiu nerodo, sory kad tiek dauk 😀
0 Taškai
pas mane cia kompe buvo o ish kur gavau tai neacimenu o aploadont kur nors tai kazkodel nesigavo 🙁
0 Taškai
man idmu kaip jie ten tokia pilkuma isgavo tuos lasus imanoma ir is lempos pagamint 😉 bet dėkui padėjo tutorialas
--
8-as Pasaulio stebuklas-3ds max 😀
0 Taškai
ciuju durnai skambes bet gal pabandyk sp sumazit tipo saules pajeguma ar kazkatais tipo patemsik sviesas arba gal su kokiu video editu vaizdo filtra panadok kad(taprasme koki acpalvi) bbz ciuju cia nusishnekejau
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Jums reikės prisijungti, jei norite rašyti atsakymą.