CGCookie - Water & Firestorm
English | Audio: aac, 44100 Hz, stereo (eng)
MP4 | Video: h264, yuv420p, 1280x720, 30.00 fps(r) (eng) | 1.11 GB
Genre: Video Training
In this series for 3ds max we値l talk about water and fire, preparing an interesting tutorials to work on ocean simulation and a firestorm all around
In Water and Firestorm video we値l try to create a night scene over the sea level with a firestorm all around. We値l prepare the ocean level using the HOT, (Houdini Ocean Toolkit), plug-in, then we値l start preparing the basic fire setup, it will be based on two layers, one done using an object emitter and FumeFX, the second one will be done using Particle Flow.
In Part 2 of Water and Firestorm, we値l tweak the sea level using two different HOT modifiers to have a more complex waves simulation, then we値l tweak the FumeFX parameters to have a more detailed simulation for the basic fire level. Then we値l be back on PFlow setup fixing it to have a good particle layer that can drive the fire/smoke simulation, and we値l use it in a new FumeFX layer trying to have a good starting point to work at the firestorm wall. In Part 3 we値l focus on this part of the simulation.
In Part 3 of Water and Firestorm, we値l work at the wall of fire FumeFX setup, we値l fix all the fire parameters to have the rotating storm, with smoke simulation. We値l tweak rendering colors, density, illumination and wavelet turbulence cache to have more details. Then we値l start preparing some additional particle debris layer with Particle Flow.
In part 4 of Water and Firestorm series, we値l tune the lower FumeFX layer, then we値l work at the camera animation to have a little movement, and we値l check it using viewport preview. Then we値l tweak the particles layers working mainly to have two ash layers one for glowing particles and one for black ashes. At then end we値l start tuning rendering stuff and State Sets passes.
In final part of Water and Firestorm, we値l tweak a little bit both FumeFX rendering parameters to have better look in rendering, and nice result on passes, so we値l setup some Render elements to tweak it in compositing as specular, reflections, zdepth etc etc. Then we値l move in Fusion to prepare the final comp.
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