Visual Effects Tools for Architectural Visualization

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Industry
  • Film & VFX
  • Games
  • Design Visualization
Subject
  • Animation
  • Dynamics
  • Foundation
  • General
Products
  • 3ds Max
Skill Level
  • Intermediate
Rigid Bodies

See the worflow to create rigid bodies with the Reactor physics engine included in 3ds max. See how to use rigid modies for detailing a scene with objects and also how to animate based on physics simulation.

Constraints on rigid bodies

See how to attach objects in rigid bodies simulation. The video covers how to create a rotating mobile that reacts to wind. And then, you'll see how to setup wnidows blinds that also react to the wind. All this for natural animations of objects in a scene.

Deformable bodies

See how to setup ropes and use them as animation splines after. Also see how to create basic cloth animations (hanging curtains) with Reactor. And then, see how to have soft bodies deform when they are animated.

Advanced cloth setup and animation

See how to create a cloth object from editable spline patterns and then wrap them around a object that it is suppose to dress. Also see how to simulate the cloth object during an animation of the dressed object. In this case here, i use the case of an adjustable bed dressed with bed sheets.

Static Particles

In this video, i explain how to create a particle system with PFlow that doesn't change property over time. It's an animated particle system but the particles always behave the same throughtout the whole animation. This is why i named this "static" particles. Basically, you'll see how to spread rocks on a terrain and how to add animated leaves in an animated tree using a PFlow event.

Dynamic Particles

Here, we still use PFlow but we change the behavior of particles over time. I refer to those particles as dynamic because of that change over time. The example i use is a snow fall where snow flakes fall on a cold surface and a hot surface. The flakes behave differently depending on which surface they hit. They either freeze and accumulate on the cold surface or they melt and spread as water before they evaporate.

Using Hair modifier for grass

See how the hair modifier can be used to create grass. Even if this technique can be quite time consuming at render time, it gives a real nice movement and texture to the grass. In the video, i cover some techniques and tips to avoid adding too much render time when using hair for grass.

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Tags
  • 3ds Max
  • Animation
  • Dynamics
  • Foundation
  • General
15 Comments
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| 11 years ago
wow, I'm actually taking a course called 'Video Game Art & Design' and these video tuts are really helping me out, thing is semester is over, and summer begins.. I have 3DS Max on my pc at home, but no internet! Is there a way I can get this video so I can put it on a cd? I wan't to try it at home.. maybe even if you gave me the swf files I could play in a swf player... ? Help ?
| 11 years ago
Thank-you for sharing - great information!!!
| 11 years ago
Thanks Louis , alot new info you added to me.
| 11 years ago
really good tutorials,thanks
| 11 years ago
Louis - incredibly helpful ! i started with engineering 3D, solid modelling, in 1988, then left that world in 2004 by way of a bad outcome from LASIK eye surgery. i started studying Max in 2005, and just started taking a Max class at the local JC. i tested out of the first class, and now am in a class that is maybe intermediate. is there any chance of you visiting a Junior College in Northern California to do a demonstration ? there is some real talent among my classmates. i just did the static particles tutorial for about the 10th time. i have a multi-subject material, using grayscale + opacity map. OK, that works, that is in channel 2. then i add a second particle source using channel 3, to see if i can control semi-random object placement using a second particle source. then the computer crashes. best regards, RogerB rogerebratt ate - e yahoo.com
| 10 years ago
Vary helpful thanks!!
| 10 years ago
Hey Louis, A question about your first example from the video "2.Constraints on rigid bodies". Can you fix or adjust the child linear dashpot object by setting it to unyielding or will that disable the reactor animation? What about setting an extremely low or zero weight value?
| 10 years ago
Never mind, unyielding would kill the animation and no mass would effectively do the same. Its a balancing act. It would be great if there was some tool in analysis that would help you "solve" for some sort of balance instead of using trial and error.
| 10 years ago
Keep doing this great tutorials man..thanks
| 10 years ago
Man That Was Amazing I really Learned Alot thanks soo much and i am waiting for more really helpful and nice tutorials from u thank you sooooo much
| 10 years ago
nice vid..i'm just looking at grass this week for some illustration work..so than you very much for the tutorials!
| 10 years ago
Wow.....Sir, ur amazing. Before seeing this videos I use to have many doubts on PF-source. This tutorials are AMAZING....... Thanks for ur help....
| 10 years ago
Thanks a lot Louis! Very well done and I appreciate the detail you go into.
| 9 years ago
Thx man, really useful
| 9 years ago
guys i really see a technique where for example : a building were it is actually in the visualization the components of that building is combined together in sequence in an amazing kind of animation to form the final shape of the building exterior and that components can be anything according to the scene itself for example for an exterior it can be a glass sheets or if its an interior it can be the floor tiles comes one after another to form the final shape of the floor --- ( walls etc ) that technique is commonly used in a lot of the architectural visualization videos that are really catchy but i dont know how to do it and not even from where to start in other words i am missing the first step so plz anyone help me out and thanks for reading
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