Q:
Hi !
I wonder if u could do tutorial on a match, that would ignite and burn. :)
I need it to burn the fuse of my bomb.
Thank you !
A:
This is the addition to the MATCH tutorial - the Bomb Fuse!
This is not a complete Tutorial, only a sketch describing the most basic steps to create the scene bellow.
Please download the sample MAX file and explore it in detail.
To redo this tutorial, you will need MAX 1.1 or higher, and the Charityware plug-ins Particle+ and NormalizeSpline by Peter Watje (not really needed, but it works better with them...)
Let's create the geometry first
Create a Spline with the shape of the fuse.
Apply a NormalizeSpline Modifier with Step 10.
Create a PathDeform Space Warp and select the spline to generate the effect.
Create a Cylinder for the Fuse with follwing Parameters:
Radius:10,0
Height:400,0
Height Segments:50
Cap Segments:1
Sides: 24
Smooth ON
Apply a Material Modifier and set Mat.ID to 1
The Cylinder should be about as long as the spline. You can adjust it later, 400 is just a temporary value.
Create a Cylinder with follwing Parameters:
Radius:20,0
Height:500,0
Height Segments:20
Cap Segments:1
Sides: 4
Smooth OFF
Apply a Material Modifier and set Mat.ID to 2
Create a Boolean Compound Object and substract the second Cylinder from the first Cylinder.
Add a Cylindrical UVW Modifier to the Boolean object.
Animate the Position of the second Cylinder to "burn out" the Fuse.
Bind the Boolean Compound Object to the PathDeform Space Warp.
Check the box "Move object to path".
The animated Boolean will follow the spline and become shorter because of the Boolean Substraction.
Create a Donut Shape with following Pararmeters:
Radius 1: 15,0
Radius 2: 25,0
Apply a Bevel Modifier with following Levels:
Level 1:
Height: -5,0
Outline: 5,0
Level 2:
Height: -40,0
Outline: 0,0
Create a Sphere with following Parameters:
Radius: 200,0
Segments: 48
Smooth ON
Particles etc.
Create a Dummy Helper
Open the Motion Tab and change the Position Controller to "Path"
Select the spline as the Path.
Create a yellow Omni Light, allign to the Center of the Dummy, and Link to it.
Set the Ranges of the Omni Light to 150,0 / 350,0 and turn "Use" ON.
Open "Environment..." menu and add a Volume Light effect with following Parameters:
Color: Yellow
Density: 6,0
Max Light%: 90,0
Min Light%: 0,0
Start %: 30,0
End %: 20,0
Noise On
Amount: 0,5
Size: 10,0
You can also animate the Phase settings of the Noise.
Add a second Volume Light effect with following Parameters:
Color: White
Density: 5,0
Max Light%: 90,0
Min Light%: 0,0
Start %: 15,0
End %: 15,0
Noise Off
Create a Particle+ Syszem with following Parameters:
Render Count: 200
Particle Size: 2,0
Render - Plus
Emitter Shape - Spherical
Speed: 14,0
Variation: 3
Tumble: 0,5
Tumble Rate: 0,5
Falloff: 0,5
Secondary: 0,5
Start: 0
Life: 8
Width: 10,0
Length: 10,0
Now for some materials:
Create a Multi/Sub Material.
In slot 1, create the material for the fuse. You can add a B&W Checker shader with Tiling 10x50.
In slot 2, create a new material with a red/yellow Noise shader.
As the Boolean moves, the "burning" part of the Fuse receives Mat.ID 2 and shows the second material.
Create a new Metal Material for the Bomb.
Create a new yellow Material with 100% Self-Illumination for the particles.
What else?
The settings of the Particle+ system and the Omni Light are animated. Please explore the scene using TrackView!
You can create an explosion using the Bomb or Bomb2 Space Warp and a Combustion - see the MAX scene.