Water, Fire and Smoke Effects Using Particles and Opacity Maps
By Neil Blevins
Aug 28th 1998

This is by no means a new technique, in fact, I saw it being demoed at the Kinetix booth at Siggraph, but people have asked several times how I create my smoke and water effects. So here's a quick tutorial discussing the concepts, and a max file you can download that has all three examples.

Tutorial 3

Introduction

First off, here are the files...

You might find it helpful to have the max file open as you're reading the tutorial below. This page will discuss the basic concepts only, all specific parameters can be found in the max file.

Particle Systems

First we need some particles. In general, start by creating a super spray particle system. Then start changing parameters.

Standard Material

All three effects use a similar material type. Here's how to make the standard material.

Variations

Now on to the variations.

The first example is water from a waterfall. Water, when there's enough of it (look at Niagara falls) becomes a thick mist. For this effect, I used a lot of particles on top of one another. The noise map has a large size value to make the water look more puffy. I used a gravity spacewarp to help pull the particles down in a nice shoot.

The fire example doesn't use a super spray, but a PArray, which does the same thing, except the emitter can be any object (in this case, a torus). The material uses a large noise size value, and has an opacity filter type of additive (under extended parameters). This makes the flames glow. I included a large fade number so the flames die out as they rise in the air. The particles rise due to a wind spacewarp.

Last is the smoke example. It's very similar to the waterfall, except there's a lot less particles, the spin is much slower, and the particles are moving more slowly (since smoke tends to rise more gradually). You could also try playing with more wind modifiers to create some rather interesting swirling smoke effects. As far as the material goes, the noise size is slightly smaller, The colors of the opacity map are much softer so the smoke is more transparent, and I also tinted the color slightly blue to add some variety.

Well, there you have it. This is only the most basic of recipes, things to try are experimenting with Particle Age maps, different noise types and parameters, shininess maps, bump maps, and different combinations of spacewarps (try animating the strength values of wind and gravity for some really nice effects). Also try other kinds of effects, like dust clouds, mist and tornados. Just let your imagination take over.


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