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Creating Realistic Explosions with 3D Studio Max

 by Arxwn

 

 
 
 

In this tutorial I'll show you how to prepare an explosive scene.
I'll not show you how to make the materials but rather how to set up a generic pFlow system
that can be used and reused and with little trouble.
To do so we need a small number of particles and as little number of external forces.
We begin by looking how a generic explosion is composed!

 

 


 

If we don't include any of these parts the explosion will loose its "power" and will not be as impressing!

 

We begin by creating a simple pFlow , a gravity force and a drag force.
This is all we are gonna use. Give the drag force a 5% on all axis and leave the gravity with the default options.
 






 

Enter the pFlow mode (this is where the fun begins).
Our goal is this but I'll guide you through.
 

(Click on the image to enlarge in a new window )





 

Make a system that looks like this:

 






 

Each of the split amount and send out will be used to create a different part of our explosion.
This will help us in the re-usability of the whole system.
The percentage of each split is your business but lets assume you follow my steps.


 

I decided that the first split will be used to create the flying debris.
Its only 7% of the 500 particles.
Each of the debris will spawn a trail and each of the trail particles will have some different properties.
 





 

The main characteristic of the debris is the spawn , speed and the force.
All others can be modified with little changes on the final result.
Note here that I don't want to check whether or not the debris have hit the ground
(remember we want to have as little external factors as possible) so I delete them before they reach the ground.
Of course if you want a more realistic approach you can make it but it won't be so dynamic.

 




 
The next split will be our shockwave.
We want the particles moving parallel to our system.
Of course we want to add a drag force too so they will slow down after some frames.
This will help us to show the violence of the explosion by first making it really fast and then slowing it down.
So the main characteristic here is the speed and the force.
In my example I used spheres that grew with time so I had to check if the got too big.
You can use whatever you are happy with.
 



 





 

The next split will be the main explosion.
This is a pillar of fire that violently goes upwards and then becomes smoke or whatever you want.
Again the main characteristics are speed and force.
I include many other things like materials, size etc , but here we will see only the particles side of things.

 


 





 

Finally what is left of the 500 particles becomes the explosion cloud which is actually a filler
that connects all everything together so they wont seem out of place.
Speed and drag here again.

 


 





 

A final note: make sure that your delete times are synchronized so that the
system gradually disappears (not all particles at the same time).

 





    Comments
 

 VirusFree - 6/12/2007 1:44:59 PM
   
 Post here any comments or questions
 
 
   
 

 uulapindooza - 9/2/2007 12:18:16 PM
   
 absouloutely fantastic, i made some differents but the base is grerat! hey, just the fact that i have no idea what textures to add where, so, could u please add a tut or send instructions to kuullaager@hotmail.com or ad a tut at my webpage www.freewebs.com/deadeyeproductions.
Thnx
 
 
   
 
 
 
 
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