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  • creat fire using paint effect

  •                                                                      PaintFX: fire

                                                                          written by: Rafal "baq" Michalowsk

     

    Hi everyone, In this tutorial I gonna show ya sum interestin' stuff about developping fire and creatin' animation using PaintFX.

    Then we'll composite stuff using Shake.

     

     


     

     

     

     

    Open Maya and set new project. Click:

    File--Project--New. This step is for bettermanagement of your files in project. Inthe NAME window write your project name. In LOCATION window write your project destination directory.After that click USE DEFAULTS and Maya will set the rest for you.

    Before we do sumthin' I'll show ya some UI settings for PaintFX. First chang your view to 4 panes, just click spacebar button and Maya change the view to 4 panes view.Move the mouse over FRONT PANE and click 8 on your keyboard. This change the view to PaintFX window like on pic below.

    So this is a PaintFX window. This window is

    useful for testing brushes and for prewiev

    your brushes in perspective scene. Click

    right mouse button on PaintFX window and

    select PAINT--PAINT_SCENE. Now you can

    paint in 3D view. This ain't real 3D perspective

    view but this is for prewiev your brushes.

    So you can paint in this pane and see rendered

    stroke of your brush. Try it, select any brush and

    paint it. If ya wanna see rendered brush open

    HotBox over PaintFx pane and

    click: STROKE_REFRESH--RENDERED.

    If refresh rate is very, very slow you can change

    resolution of your PaintFX pane. Open HotBox and

    click: RESOLUTION, and choose resolution you want.
    The standard: alt + mouse button work like in

    PERSPECTIVE_VIEW but if ya wanna select any

    object or stroke you should click and hold Ctrl button.


    Ok. So now we are ready to develope fire. Open

    VISOR, you find it

    in: WINDOW--GENERAL_EDITORS--VISOR

    or just click icon in PaintFX pane like in pic below.

    Select black default paint brush.

    You can paint direct in your pane or using

    sum geometry to paint on it. I suggest here

    to create nurbs plane to better get better

    view of your brush. So create nurbs

    plane - nurbs coz PaintFX works only on

    nurbs geometry. Click: CREATE--NURBS

    _PRIMITIVES--PLANE. Click 6 on your

    keyboard to go in SHADED mode and

    scale a little bit your plane.

    Sumthin' like on pic:

    And before you do sumthin' check the HISTORY

    on. This is very helpfull to edit and get full control

    on your creation process. The history icon is here:

    Select nurbs plane and open HotBox, than

    click: PAINT_EFFECTS--MAKE_PAINTABLE.

    With default black brush selected paint one

    simple stroke on nurbs plane. If your pointer

    didn't change for PaintFX pointer just click "Y"

    on your keyboard. And remember that you can

    interactively change the size of your brush

    using "B" key with left mouse button. There is

    also another way to paint on geometry and I

    prefer this way coz it give ya more control and

    not so many CV on curve. So first make surface

    live. Select nurbs plane and click bid red

    magnet on status line:

    Click: CREATE--CV_CURVE_TOOL and open

    option box near it. Reset settings and close it.

    Like on pic below:

    Draw about 5 CV's on plane then clik ENTER.

    Click once again MAKE_SURFACE_LIVE button.

    Select default black brush from VISOR. Now

    select curve on surface open HotBox and click:

    PAINT_EFFECT--CURVE_UTILITIES--ATTACH

    _BRUSH_TO_CURVES. Now you added brush

    to curve. Remember that if ya got problem with

    selecting there are sumthin' like selection masks.

    So just click correct mask:

    To see better what's goin' on open HYPER_GRAPH.

    WINDOW--HYPERGRAPH. You can also make a

    hoKey for that. I just click alt+G to open it. You'll find

    it in: WINDOW--SETTINGS/PREFERENCES--HOTKEYS.

    In Hypergraph you'll see sumthin' like on pic below.

    Go to PaintFX pane. If ya not in 3D view then

    right click on it and choose:

    PAINT--PAINT_SCENE. Open HotBox and

    choose:RESOLUTION--50 , OBJECT_SHADING--SHADED

    , STROKE_REFRESH--RENDERED.

    Now you should sumthin' like this:

    Select your brush and open AttributeEditor. To

    select brush open Hypergraph. You'll find

    AttributeEditor in: WINDOW--ATTRIBUTE_EDITOR

    or you can make hotkey for this I got this one

    under: alt+a. Just play a little bit with Hotkeys:

    WINDOW--SETTINGS/PRERFERENCES--HOTKEYS.

    Set values for attributes like here below and

    remember to change view to PaintFX

    PaintScene with STROKE_REFRESH--RENDERED

    selected.

    Next set values like here:

    And like here:

    And like here:

    And like here:

    Did I mention one pic is more worth

    than thousand words:

    Next set values like here:

    Set values like here:

    And next set like here:

    Change to PERSPECTIVE_VIEW, open

    TIME_SLIDER and RANGE_SLIDER.

    Set the END_TIME to sumthin' like on pic.

    You can now play animation to see how fire

    behaves. If animation ain't smooth you

    should change STROKE_DISPLAY_QUALITY.

    To do this select your stroke and click:
    DISPLAY--STROKE_DISPLAY_QUALITY--CUSTOM

    and move the slider from right to left, then play

    animation again and find the best display

    setting to get smooth animation.

    Next important thing is Looping animation.

    Play animation and you can note that between

    endTime and startTime there is seam or break,

    no matter how I name it but more important is

    remove this artifact. This is very simple. Just

    select stroke and click: 
    PAINT_EFFECTS--BRUSH_ANIMATION

    --LOOP_BRUSH_ANIMATION and click

    option box near it. Set the values like here:

    Now you can render fire to see how it looks.

    So open the render globals and set values

    like on the pic below. Remember that Render

    Globals are in here:

    WINDOW--RENDERING_EDITORS--RENDER_GLOBALS

    or just click an icon on Status_Line.

     

     

    Render scene. Should get sumthin

    ' like here below:

    If ya dont'l like how this fire looks then

    just play a little bit with attributes values

    to achive satisfactory effect.

    Next we'll save our Fire to use it in the

    future. Click: PAINT_EFFECTS--SAVE_BRUSH

    _PRESETS.Next write label for your fire brush,

    select directory for it. Then click the GRAB_ICON

    and drag selection window over your fire

    (in PaintEffects scene window).

    Click SAVE_BRUSH_PRESETS.

    That's all here. If ya wanna see saved

    fire just open up VISOR.

    Now we create nurbs curve.

    Click: CREATE--CV_CURVE_TOOL and

    click the option box. Reset tool and close it.

    Create any name using Cv_Curve_Tool.

    I made Evermotion but ya also can write

    sumthin' like Marian Brzeczyszczykiewicz,

    doesn't matter.

    I assume that ya know what cv curve tool

    is and know how use this stuff. If not... well

    there is sumthin' like Maya docs :>
    If ya need more control you can add more

    CVs. Just right click on your curve and choose:

    CURVE_POINT, next click places on curve

    when ya need add CVs using Shift. After that

    click: EDIT_CURVES--INSERT_KNOT and

    click option box. Reset tool, Insert CVs and

    CloseTool.

    Ok. So we got nice lookin' curve. Now we should

    attach our Fire to this curve. Open VISOR and find

    saved Fire. I called my Fire: MomoFire in fire directory.

    Like here:

    Select curve and click:

    PAINT_EFFECTS--CURVE_UTILITIES

    --ATTACH_BRUSH_TO_CURVES.

    Ok. Now I wanna animate stroke to see

    animation. Ya know, created CV curve is

    just path for your brush. So animating

    stroke we get result sumthin' like burnin'

    name. Select stroke using, in example,

    Hypergraph and open AttributeEditor:

    We'll animate: MaxClip attribute.

    Change the value of MaxClip attribute

    to: 0. Go to start of playback range.

    Right click on: MaxClip attribute and

    select: Set_Key. Next go to end of

    playback range, change MaxClip to 1

    and again right click on MaxClip and

    select: Set_Key. Rewind and play

    animation.
    Next we need to add sum EnvironmentFog.

    Go to RenderGlobals node, MayaSoftware

    tab and go to Render_Options. Like on pic:

    First click on box near EnvironmentFog

    next click black arrow. Set values for

    attributes like here:

    First click on box near EnvironmentFog

    next click black arrow. Set values for

    attributes like here:

    Few usefull tips. Select any object on

    scene and open Attribute Editor next

    look at pic below to understand

    what's goin' on:

    Render scene to see how fire looks.

    I get sumthin' like here:

    One note here below:

    You can also animate the camera

    moving. First choose camera ya

    wanna to animate. Or using default

    PerspectiveCamera click

    VIEW--SELECT_CAMERA. You need

    only 3 or 4 keys to animate it. We

    won't use here any motion paths or

    stuff like that. Just set camera in best

    place to view fire and moving through

    Timeline set keys for it. Look below to

    understand it better:

    Remember that after ya set keys for

    camera don't move it. Better create

    new camera to see what's goin' on

    in your scene. To create new camera

    just click: CREATE--CAMERAS-CAMERA.

    Then click: PANELS--PERSPECTIVE

    and choose created camera.
    Now it's time to do Batch_Render.

    Set stuff like on pic below:

    Click: RENDER--BATCH_RENDER

    and option box. Set like this:

    To see rendering process

    open ScriptEditor.

    One note after rendering. I noticed

    that EnvironmentFog only disturbs.

    So I break the connection and I

    made final rendering without it.

    I also find that the fire animation

    doesn't look proper and fire need

    sumthin' like glow. So go to fire

    stroke, open Attribute_Editor and

    change the Shader_Glow attribute

    value to sumthin' about: 0.014.

    You should try yourself play with attribute's

    values to see what will happen. What will

    happen if I do this or that. Ok it's time to

    composite all rendered stuff in Shake. 
    Open Shake. Click: FILE_IN to load all

    rendered frames. Then find directory

    where frames are.

    Next load frames.

    I found that very nice is writing description directly on pic so:

    Do like here:

    Next Shake will open SaveImage or

    Sequence window. Enter there

    name for your final animation

    with extension and click ok.

    Choose file format and correct

    codec. Like here:

    Do like here below: