Several Different Ways to Make Dust with 3ds Max

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Industry
  • Film & VFX
Subject
  • Animation
  • Dynamics
  • Rendering
  • 3ds Max
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  • 3ds Max
Skill Level
  • Advanced
0. Simulation with PhysX.

Build a house from simple non-intersected blocks (bricks, ceiling, glass, roof tiling etc.).

Roof frames and other concave objects must be joined into groups.

Make all objects, except the floor, Dynamic RigidBodies, assign them different weights. Set initial speed and big weight for the demolition spheres.

Add all physical objects to the simulation and simulate for 250 frames with Auto Key button enabled. Render with Vray.

Make some hidden noised geometry behind pre-broken glass and push them away at the right moment.

1. Sprites dust with Particle Flow.

Make the sprites system - tons of camera oriented square particles with transparent texture.

Sprites should be born on the hi-speed moving objects and fly with the same direction. Also they should be decelerating and dissolving with age.

Stick a huge amount of particles to all the scene objects, and spawn the sprites from them when the parent particles will have certain velocity or acceleration.

The acceleration sprites will be born at the impact moment, like some clouds beating from parent objects.

Velocity sprites will escort the most active parent objects like a cloudy trails.

Make the dust material for the sprites with a radial gradient mixed with Smoke map for a opacity texture, dissolved with Particle Age.

We should have a lot of particles for an intersection artefacts minimisation, growing with age and then dying.

Make the Drag force for the sprites air decceleration, assign a Matte material for the geometry an render with Scanline.

2. Debris with Particle Flow.

Debris should be made from geometry particles (Tetra). They must be randomly scaled, and rotating.

Add the floor Deflector and a Gravity, kill the Drag.

Render with scanline.

3. Ground impacts dust with Vray, AE, Fumefx.

We need some kind of Realflow wetmap for a ground impacts dust.

First, render a ground Vraydirt map or any other occlusion texture from the top view. Hide for camera (not for render) all other objects.

Blend a couple of rendered texture copies with the Difference, shifted the top layer for one frame in AfterEffects, then precompose.

Blend about 10 copies of this Comp with Add or Screen and Blur them, shifting eath layer for one frame.

So we have the texture, white at the object’s movements near the ground. The texture should be a smoke emitter in the FumeFX.

Set the small Buoyancy and huge Diffusion for a more dusty look.

Render the smoke, lighted with direct light, placed at the same location as the Vraysun.

Add the blue light across the sun, for a more dramatic render.

Turn on the Fluid map before the FumeFX simulation for more detailed dust.

Don’t forget to turn on the Fluid map in Exporting channels, and add some Noise or Smoke textures in appropriate slots.

4. Turbulent dust with Particle Flow, FumeFX and Krakatoa.

Open the velocity Sprites scene and make the FumeFX smoke emitters from all of the particles.

Simulate smoke with FumeFX and save the cache. We need the Velocity channel in the Exporting channels enabled before the simulation.

Make new Pflow particle system, producing 5 millions of particles, that should be born on the scene objects with small random offset inside (to minimise the moire effects)

The FumeFX Follow operator will control particles speed, all we need is picking the FumeFX container wihtin the operator.

Cache all the animation to disk with Save Particles To File Sequence routine in Krakatoa GUI. The cache will take about 20 Gb of disk space.

This pass is very cool, but we need a geomerty matte for the compositing.

So make the Named Selection Set with all the scene geometry inside and point it as Matte Object in Krakatoa GUI.

Push the geomerty outside a little for assured particle coverage.

That is all.

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  • 3ds Max
  • Animation
  • Dynamics
  • Rendering
  • 3ds Max
47 Comments
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| 11 years ago
god damn it. ***** 5 stars
| 11 years ago
Thanks !Very interesting tutorial and great final result:)
| 11 years ago
Sometimes man..... 3ds max looks like a better choice.... well.....
| 11 years ago
Thank you.. this is the best place to come to for Tuts like this from people like you. hope to view more Tutorials of yours and keep up the good work...
| 11 years ago
Woow nice... Questions!! What is FumeFX ? Is it in Max?
| 11 years ago
hey man it is 3ds max wowwwwwwwwwwwwwwwwwwwwwwwwwwwww
| 11 years ago
Without these plug-ins, this kind of realism.......... is it possible?
| 11 years ago
super man ....... nice work really hard work
| 11 years ago
No FumeFX is a thirdparty plugin from Sitnisati..just google it and you will find it...It's very pricey however! Nice tut by the way...FIVE STARS MAN!!!
| 11 years ago
wow wow wow, fantastic!!
| 11 years ago
amazing! So much time goes into this its almost maddening.
| 11 years ago
Fabulous demo (pun intended) Is the PhysX hardware accelerated?
| 11 years ago
Is PhysX software or hardware based? Fabuluous demo(the pun was intentional)
| 11 years ago
extremely good work thanks
| 11 years ago
This is a very cool tutorial. I'm really glad someone finally posted a cool smoke/debris simulation. Is there any way we could get some more detail. Most of the steps seem like just bullet points....
| 11 years ago
friggin awesome !!!
| 11 years ago
how did you get the roof tiles to act like they stuck to the roof in the simulation and then be acted upon by gravity when the building was hit? If you simply placed the tiles in space and then run the simulation, doesn't gravity just pull them off the roof? So how did you determine when teh tiles should be acted upon by gravity or not? It almost appears that the simulation is run at the instant the roof is hit, so all the tiles simply drop off the roof any way. Does that question make any sense?
| 11 years ago
2 Maxx57: the roof tiles are made like "L" letters, each tile is a concave group of two boxes. every row of tiles are clutched at the long stick, so before the hit they are not pulled by gravity. anyway the house will tumble down even if never been destroyed %)
| 11 years ago
awesome, thank you for replying. That makes sense. Great tutorial.
| 11 years ago
very nice, gr8 job
| 11 years ago
WOW WOW WOW, very, very, very crazy
| 11 years ago
ow everybody nows how to... ;) dammed... :D Very nice! keep up your work on your english blog...
| 11 years ago
Wow... This is marvellous... Very well explained and great step-by-step explanation ,-)))
| 10 years ago
good work..... thanks
| 10 years ago
this is creazy keep it up
| 10 years ago
WOOOOOOOOOOOW ) it's bst thing what i see on this site) THANKS YOU) and long live)
| 10 years ago
hey is the blog to the advanceds tutoriel not god please what kind of cumputer you use ?? how that coast?
| 10 years ago
A splendid tutorial, alot of information, maybe you should consider making a video version of this? But thank you for the tutorial. -Farfargryde
| 10 years ago
:-o :-o nice But dangerous .tnx
| 10 years ago
best tut, it Rocks
| 10 years ago
WoW :)
| 10 years ago
hac? yaf sen manyakm?s?n bunu nas?l yapt?n :P
| 10 years ago
This tutorial is too great!
| 10 years ago
God bless You !
| 10 years ago
Amazing! :)
| 10 years ago
very good job, but you explain only in general and the bulk of the info is missing, that is a shame.
| 10 years ago
though with plugins i liked it..
| 9 years ago
very good!!!!!
| 9 years ago
its good but explain only 20%
| 9 years ago
I really wish I could follow this. I'm a pretty advanced user of 3ds Max, and this is by far the hardest tutorial to follow I think I've ever seen, which is a shame since the info would be really useful.
| 9 years ago
wow > this is a very good job < but it should be put on the users showcase or gallary NOT in tutorials section ,, until you put at least 80% - 90% of the procedures not 5% only!!!!!!!!!!!!!!!!!! again its a great job . but we need some info. !!
| 9 years ago
This tutorial is what i just want to find!thanks a lot!
| 9 years ago
this tutorial just tell us about 10%,and some guide is wrong for the next step.I 'm praying for a 80%above of this toturial.thanks! or Email:laux_work@126.com.thanks again......
| 9 years ago
woooo! just thanks !!!
| 8 years ago
we want to total all step of this tutorial
| 8 years ago
yes, i agree wit other people, I hope you can sahre more about this tutorial with detail guide, cause we need learn from you. thx before.
| 8 years ago
i am the best animator alive and this is okay and all (a little bit noobish) but i did find 4 flaws. untill you and all these other noobs find out what it is, you will all rot in 3ds max