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Step 1) Small Icicles
The first effect we wish to create is to have
shards flying from the base in an arc and then sticking into the
ground like sharp dangerous objects. To do this we first need to
create a particle emitter that sprays particles out from the
base.
In a new scene create a NURBS plane and scale
it up by 10. Select the plane and make it a surface emitter
(particles>emit from object : emitter type = surface,
rate=100)
Now that we have particles, we would like them
to act more like pieces of debris that fall to the ground. To do
this we create a gravity field. First rotate the NURBS plane by -75
so it is almost upright like the cliff. With the particles selected
click fields > gravity : magnitude=9.8). Now the particles fall straight
down. To make the particles fly out further we could reduce gravity,
but it would be better to play with the emitter. Change the particle
type to multistreak (select the particle: Attributes > Render
type > Multistreak)
First change the emitter speed to 25. The
distance now travelled by the particles is ok, but it lacks the
energy for such a powerful action. Now change the emitter speed to
50. The particles now fly off the screen. To make them fly down to
the earth and hit the ground hard, we are going to create a volume
axis field.
Select the particles and create a volume axis
field
Fields>volume axis field : .............volumeShape=cylinder .............volumeSweep=180 .............scaleX/Y/X = 13 .............awayfromCentre, awayfromAxis,
alongAxis all to zero .............aroundAxis = 10 .............directionalSpeed = 50
With this field placed, we can now increase the
emitter speed to 50. Now our particles leave the emitter at high
speed and fall fast to the ground.
The next thing we would like to do is make the
particles collide and stick with the ground. To make them collide
with the ground, create a ground plane, select the particles, then
shift the ground plane and then particles > make
collide. If you open the options for this operation, there are
two parameters: resilience and friction. Friction is obvious and
resilience controls how much of the energy is transferred after the
collision: its bounciness of sorts.
But we don't want to make the particles bounce.
These are heavy icicles and we want them to land in the ground
and land hard.
In order to make them stick on the ground we
could make the particles die on impact and then give birth to
stationary particles. To do this we need to create a
particle collision event. Select the particle and
then click particle > particle collision events...
To create a static particle that will just stay
stuck where it is born, choose the following options;
.............Event
type = Emit .............Num particles
= 1 .............Inherit Velocity =
0
And for Event actions, choose Original
Particle Dies.
This will make all the particles stick to the
ground in a square shape and collect over time. You may want to make
the new particles have a limited life span for now so that they
don't clog up too much.
Now that our first particle effect seems to be
doing what we want, we now need to create some icicles to follow the
particles. To do this we create what is called a particle instance.
Create a polygon cone and set its subdivisionAxis=5, and scaleY=3.
Rotate it such that it is pointing down (RotateX=180) and then
freeze transformations on the cone.
Now we will test our instancer. Select the cone
and click particles > instancer (replacement) .............Under rotation
options choose ..........................AimDirection=velocity ..........................AimAxis=acceleration
Make sure that the cone is in the
instancedObjects list and that the Particle to instance is the
flying particle object. When you click create you will see that the
cone appears with every particle. You can scale down the original
cone to resize the flying cones.
The final touch to this effect will be to have
the particle icicles land and lodge into the ground when they
collide.
To do this duplicate the original cone and
rotate it to around the angle you expect the icicles will land in
the ground. Freeze its transformations.
Now create another particle instance, this time
selecting the duplicated cone and the second particle object.
Press play and you will see that when the first
particle hits the ground the second one replaces it with an icicle
lodged into the ground.
Step 2) Big
Icicles
Lovely! Now all we have to do is save this
scene as a small icicle creator based upon which we can then create
the big icicles. Save the scene as Ice.007.mb.
Hide everything from Ice.007.mb, then import
Ice.006.mb into Ice.007.mb.
Hit play to let some of the particles be
produced. Delete the Ice_gravityField1, Ice_Ground, the volume axis
field, Nurbs emission plane, the emitter and the ground plane.
Select the original Nurbs emission plane and
make a new surface emission and delete the new particle object.
Rename Ice_Air_Icicles_Small
to Air_Icicles_Big and then select this particle
object, then the new emitter and click (particles>use selected
emitter). Now the instanced particle will emit from the same plane
as the small icicles.
Next open the dynamic relationships editor
(windows>relationships editors>dynamic relationships)
and connect the big icicle particle with the old emitter, volume
axis field, gravity field and make collisions with the ground
object.
Rename
Ice_Ground_Icicles_Small to
Ground_Icicles_Big
Now we can resize the big icicles by scaling
the reference geometry for the big icicles. Now when we play, the
big icicles map directly over the little ones. To change this we now
change the emission rate and speed of the new emitter.
Step 3) Steam
trails.
Hide all the particles and instances except for
the small icicle particle.
Select the small icicle particle object then
choose particle > emit from object.
Give the new particle a random lifespan of 0.2
+/- 0.1
Make the particle Cloud(S/W) types and create a
radiusPP attribute. Set it to be a ramp and use the HSV value to
override its intensity (ie. set the V to say 5)
Create a particle cloud shader and make it
almost transparent, and apply it to the trails.
Step 4) Big
Steam.
Repeat this for the big icicles. Only make the
radiusPP to go from say V of 4 to a V of 10). Duplicate the particle
shader and set its tansparency to almost completely transparent.
Also add an opacity attribute to the particle to tone it down a bit
as well.
Bringing it all
together
Now this surely isn't to the standard of that
very familiar SFX scene, but its an honest try. Save the combined
particle effect as Ice.009.mb and then reopen the original file
Ice.000.mb and import your finished particle effect into the
animated scene. Voila!
Click here for the final rendered Special
Effect.
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