Creating An Nuclear Explosion Effect in 3ds MAX
Creating An Nuclear Explosion Effect in 3ds MAX
Creating An Nuclear Explosion Effect in 3ds MAX
After releasing the student short movie : Indigent, Julian VANHOENACKER received a lot
of questions about how he made the explosions. Here is a small tutorial to help you make
animated gas explosion effects in a few easy steps using 3D Studio Max 4 without any
plug-ins. The tutorial assumes you already have the necessary basic common knowledge
of 3D Studio Max, and doesn't enter into tedious explanation.
Materials.
Now we will create the materials, which will give the full dimension of the
explosion. First assign a default standard material to your explosion
mesh. Name it XploYellow (or anything explicit) and set the diffuse color
to some orange yellow. Now comes the important part : Add some
Cellular map to the displacement channel of this this material, and set
the parameters like in the screenshot.
(click right)
Finally Add a gradient map in the last color slot, select Planar
from Object XYZ in Mapping: and put exactly the same color
in the 3 color slot of your gradient map as in the third slot of
your cellular map (H:35 S:35 V:255) and then raise the Output
Amout of this gradient map to 1.5 (the output amount is in the
output rollout). Put the Self-Illum value of your material to 100.
Your explosion should now look like this ...
Now that the mapping is ready, lets prepare the Mixs. Assign a
non-used material to your explosion mesh, check Show Map
in Viewport and put a gradiant Ramp in the diffuse slot. If not
yet, put your viewport in shaded mode, you should have your
explosion mesh like a rainbow (except if you work with max 5).
Change the Gradient Type to radial, and change the colors to
white on the left, black on the right, and 2 more sliders in the
middle : white (left one) and black (right one). Now move the
middle sliders so you have something like in the screenshot.
Do exactly as in step 11 above with a new non-used material,
but this time change the Map Channel to 2 and use a Linear
Gradient Type. Try to get something like in the screenshot
opposite ...
Now we will create the materials that will blend the XploYellow, XploRed and XploGrey.
First you'll have to click-drag the two last gradient ramps you made from the materials to
another non-used slot of your material editor so they can be accessible later (if it ask for
Copy or Instance, select any, it doesn't matter). You may want to display more than 3*2
material slots for this operation. (click right)
Animation
First of all, to be able to animate correctly, we will collapse the UVW info. To do so, verify that the 2
UVW Mapping Modifiers are below the MeshSmooth modifier, and then right-click on the upper one
and choose Collapse To, thus their info will be collapsed in the editable mesh, but will still remain.
Activate the Animation mode then select the lower state of the stack Editable mesh and go to sub-
object level Vertex. (click right)