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Desert Explosion with FumeFX Part 1 In this new tutorial for 3ds max, we'll start working on a new tutorial series. We'll create a desert like environment using simple primitives as planes, then we'll create a desert shader using the Arch&Design material with some procedural maps and we'll prepare it to be rendered with Mental Ray. We'll prepare the lighting setup using MR Sun and MR Sky, with some adjustment to give it a desertic look. We'll start to create a basic explosion setup with the…

Desert Explosion with FumeFX Part 2 In this new tutorial for 3ds max, we'll continue to work at the Desert Explosion with FumeFX tutorial series. This time we'll finish to prepare the shockwave pass, adding the wavelet turbulence simulation and adjusting rendering parameters for the smoke layer. Then we'll add a new particle system to simulate the fireball explosion, and we'll start to prepare the basic setup in FumeFX.


Desert Explosion with FumeFX Part 3 This is last part of the Desert Explosion tutorial series. We'll work to finalize the smoke and the fire look, then we'll render the passes and comp it using Autodesk Combustion. The final result will be a good starting point to create a more complex scene. In the future, we'll work on more stuffs related to explosion, to add more details as debris, explosion effect over the ground etc etc

本誌で連載中の「JET STUDIO Effect Lab.」で数々の自然現象の模写を通じて培...

4 shots representing different FumeFX coloring techniques: shot1: Particle source + Effector by velocity shot2: Object source + Effector by map shot3: Object source + Particle source + Effector by map + 3 Effectors for lightning shot4: Thinking Particles source More info here: Don't forget to subscribe for future projects at


Creating Fire Part 01 In this video for 3ds max, we'll start a new tutorial series related to FumeFX. This time we'll talk about fire, and we'll take a look at how we can add a big fire inside a simple environment. We'll model some wood stuffs, and add a FumeFX, so we can start tweaking a basic fire simulation. In Part 2 we'll continue to tune it trying to obtain final realistic look and adding more particle fx.