Create sphere
Increase in size to envelop scene
Flip normals
Create - geometry - Particle systems - PFsource - drag out icon
Highlight icon - Open particle view - creating icon automatically creates default particle system with default settings + default functions
PF Source - Render (geometry) - wil create geometry which is renderable
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Birth - Method of renderable particle creation (how much / timeline)
Position - Choose where emission of particle starts from
Speed - Induce velocity onto particles
Rotation - Induce different forms of rotation onto particles
Shape - Choose shape + size of renderable particles
Display - for processing purposes choose how particles are displayed in working viewport
((Began with creating static particles positioned over emitter surface (as shown below)))
((Use this method to quickly check system is operating correctly))
Change birth start + stop times to 0 - equates to static system which doesn't begin or end
Change position by clicking add + selecting sphere - location surface - will spread stars over entire surface (randomly if selected)
Remove unnecessary components (right click and delete)
Determine shape and size to create particles that can appear as stars
(Next slide shows display options - mat require to enter first to be able to view changes)
In display set to geometry to allow geometry to be viewed in viewport
Add material static (click and drag from bottom menu) - to assign material at later date
Select sphere - shift drag outscale - create copy sphere
Hide sphere connected to particle system - stars will remain in position without sphere
FIREWORKS
Create PFsource
Direction can be changed in Particle view menu
I prefer to rotate icon
Rotate icon 180' to point vertically up
Enter particle view
Function figures differ greatly depending on scene size - units etc therefore functions will be described not actual figures but generalisation for my use
Particle system created then blogged to account for blogging mistakes
To see particle system working (i.e. as shown) TIMELINE must be scrubbed or activated (play) otherwise nothing can be seen - this particle system is time dependant to function - not a static system as before
Birth - very small number (1) amount - birth rate - small amount of time (few frames)
Position - generate from icon centre (Inherit emitter - pivot)
Speed - generate velocity (along icon arrow)
Display - as geometry - 100% visible
Turn off shape modifier via right click
This geometry is the initial particle - this is only required as a guide for spawn particles (described next in the blog)
Drag spawn tool onto bottom of event one until see blue line (indicating integration)
Spawn tool has connection node - idea is to setup spawn conditions on spawn tool
The resulting particles created from this can be assigned there own shape, size, material, display options as required. These options are attached via the node as not to clash with initial event - add tools as required to separate event - attach node via click n drag
In this example applied
Shape - define shape + size
Material static - too apply material at later date
Display - to show geometry (ALWAYS DIRECTLY AFTER MATERIALS to work without errors)
Delete - Determines lifespan of particles so only visible for certain time span
Scale - to alter particle size over time
Delete - particles required to spawn over time but not infinitely to create tail effect set appropriate lifespan + large variability to allow for gradual decay not clear finite rate
Scale - allows to show effect of gradually tailing off i.e. particles get smaller the longer they live as fireworks particle brightness dims as pieces fall away
Create - Space warps - Forces - Vortex
Drag out icon
Shift + A align to particle system
Add force tool - enter by highlighting - add - select vortex icon
With vortex highlighted enter right hand menu and adjust figures
Aiming to create light spiral of tail
Velocity, delete and other functions may require alterations due to vortex's influence
Applied age test onto event - created new event with delete (display is added)
This allows setup for final lifespan of "firework" - use delete to set height of firework
At height of firework create new particle PFsource (place emitter icon in position)
Particle view - very similar setup to previous particle system with minor differences
Can highlight and shift copy events then adjust accordingly
1. Birth - multiple particles instead of 1 - still very short birth time
2. Speed - velocity in random directions
3. adjust figures relating to size - shape + tail length as required
4. adjust figures relating to timeline and animation as required
Geometry - Space warps - forces - gravity - drag out icon - shift + a - align with particle system icon
Add force tool in particle view - (only required in event 1 and will effect corresponding events)
Add to forces list the gravity force - select add, highlight gravity force
Adjust gravity strength to make particles realistically "droop"
Increase birth amount once all settings are correct
Unhide guild hall
Run particle systems
Re-scaling and positioning required to fit will guide hall
Vortex effect may require additional tweaking due to being effected by multiple settings
Select particle icons + forces for fireworks (not stars) - hold shift - drag to copy (not instant)
This will create new renderable events in particle view menu however events will require copying and attaching
Running these new copied systems will result in errors as shown due to cross linking i.e. 2 particle system events on same force etc
Separate forces + any crossing data by simply deleting and reapplying according to requirements
Now work with new fire work i.e. reposition emission icon - change size - birth time, shape size of tail so fireworks are not identical
Check visualisation with building
repeat process for third firework
Stars wasted underneath - Highlight bottom half of sphere polygons - remove
Particle system will automatically correct to new surface
Decided to trim hemisphere further to restrict stars to upper sky
Create basic material - Self illuminate 100% pure white
Open particle view menu - select appropriate material tool
Drag material node onto material selection box - create instance link
Create separate materials and apply where necessary
Screen shot shows organised Particle view
Renamed - events
Organised positions for each firework - paired launches and explosions
Test rendering
Apply materials as required
Mateial placed above due to being linked to material below - being place on same particle system
Turned on initial geometry display and applied material resulting in orange head followed by white tail
MATERIAL OVERRIDE
[did not separate because material override example directly involves fireworks]
Create plane grey material - open render setup - processing - turn on material override - apply grey material
All materials in scene are replaced with grey material - this allows for lighting to be view clearly with shadows without distractions - processing can also be considerably quicker
Run render tests (example is blue due to blue light source in scene)
Apply render tests to inside swell
Render testing revealed - fireworks are casting shadows on night sky
Executed video render test to check occurrence
Problem persists with all 3 fireworks through sequence
Highlight sky - right click - object properties - turn off receive shadows
Upon video test discovered third firework extra geometry (coloured main spawn geometry) did not end as intended (infinite lifespan) - added age test + delete (with display link)
Tested again
adjust figures to obtain desired results
Attempted to change geometry to 2d shapes on firework launch to decrease render time and improve quality shape facing tool instead of shape - all particles are now 2d squares - since always facing camera will never see angled or back of geometry squares only perpendicular view.
aligned with camera in scene
Applied to al fireworks to test
Run though sequence
Render - geometry appears as squares (as desired
Begin building materials - aim is to convert geometry shape to circles via materials
Created circular map with noise - applied to diffuse, opacity, bump (maps)
Render scene to look for differences in render outcome
Attempted to improve result as much as possible
Fireworks became too dull for scene
desired results unattainable within time frame - decided to revert to shape (particle view modifier tool too show full selected geometry shapes)
Lens effects
To improve firework appearance - apply lens effect to firework particle system materials
Effects - Add - lens effects - move across glow - adjust parameters to gain desired size and intensity - apply to material ID - 100% colour
Render to view - turn on live interaction - allows for adjustments of effects and direct feedback (live changes) from render window
Same process except Star effect rather then glow - compared render tests - chose to use star effect
Render times will increase however appearance will be vastly improved - since particles spawn and overlap - individual star effects will allow for twinkle result
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