PYROMANIA! is a
set of CD-ROMs full of great explosions, fire and
smoke effects that are in sequential targa form.
When used as texture maps for explosions in 3D
scenes the results are unsurpassed in realism.
True, you can use 3D explosions for some
situations with great results, but the memory
overhead to create explosions as real as the ones
in PYROMANIA! would make it difficult if not
impossible to do as a true 3D effect. The 2d
explosions are surprisingly realistic though, as
long as the normals of the explosion object stay
fairly close to pointing at the camera.
We will use a
spaceship for our example. There are may
different types of explosions we could use but
since we are in a zero gravity environment, we
will use a sequence from PYROMANIA! volume one
called Zero-G explosion (meaning no gravity will
effect the exploding particles). There are some
other things peculiar to explosions in space, for
example, no oxygen is present so no smoke or
firey flying pieces of debris would be present.
Also, there is little or no ambient light in
space. If you watch movies much, or watch alot of
space shows on television , then you probably
realize that they don't always hold to these
principles. You may have to bend the laws of
physics a bit yourself, in order to get a great
shot.
Tesselate the faces |
For this example
we will explode a fairly small ship that could
hold maybe 8 people. Larger ships might have
multiple explosions. First copy the entire ship
and tesselate any large faces so that you will
have sufficient polygons to make the explosion
look realistic. Then using editmesh/edge unhide
all the edges in the object.
Attach Faces |
Next, attach the
pieces together using edit mesh/attach. Since 3DS
MAX keeps the mapping coordinates of the
individual pieces even when combined into a
larger single object, the ship will remain
identical to the original in rendered appearance.
Edit Face Detach |
Now using edit
mesh/face select small sets of faces that you
want to represent a peice of debris as the ship
explodes, then use detach to create a new
individual object with the same mapping
coordinates as the original ship. For this ship
we created about 25 of these small chunks. As
long as you don't move them, the rendered ship
will still remain almost identical to the
original.
Turn on Two Sided Material |
Check two sided
on the ship materal. This will make you ship
debris appear as solid objects when exploded.
Making an Explosion Template |
A good way to
decide how you want your explosion to look is to
create a template object out of joined boxes that
is approximately the dimensions of your
spaceship.
Then bind this
object to a bomb space warp and adjust your
parameters to explode the template object in the
way you want. After getting the explosion just
right, go to the last frame of your explosion and
turn on the animate button.
Copy Explosion Motion |
Move the peices
of your space ship in the same manner as the
exploded template object. This will give you a
more realistic explosion pattern. After you have
deleted or hid your template object, in the same
last frame, rotate the ship debris pieces in
varying directions to get a tumbling effect when
the ship explodes.
Ready for PYROMANIA! |
Lets load in the
ZG-01.avi or TGA sequence from PYROMANIA! volume
1 CD as the diffuse map for a new material in the
materials editor. In the general settings set the
shininess to zero and turn on two sided
materials. Self illumination is at 100. Now in
the opacity channel of the material definition
lets load in the same ZG-01.avi file and use the
rgb value to defiine the opacity of the texture.
(see illustration). Set in the time parameters
the AVI to hold after end, and start it 3 frames
before the exploding ship begins to fly apart.
This will simulate the fire coming through the
ship hull and then the force causing the
explosion.
Create Explosion Polygon |
To create the
explosion geometry use a box with little or no
thickness. For mapping, use bitmap fit to
maintain the explosion aspect ratio and apply as
planar mapping. Assign your explosion texture and
position it so that the start of the explosion is
centered where the bomb space warp was. Scale the
explosion to follow the same velocity as the
pieces flying out.
Cast Some Light on the Subject |
In a true
explosion the pieces of debris will be
illuminated by the fireball in the center. To
simulate this create a simple omnilight that is
the same general hue as the fireball and animate
the multiplier to coincide with the exploding
object. This will give the impression of light
coming from the fireball.
Add Motion Blur |
This is a good
application of object motion blur. So make sure
to turn on object motion blur on the ship peices.
Now group the ship, animated omni light, and
pyromania object into one. You can animate this
ship and use it as a standin when you want to
explode the original. Just adjust the trackview
keys for the peices and omni light, and the AVI
start point in the materials editor for whatever
frame you want to start the explosion.
Other Possibilities |
Some other
things that add to realism are: exploding a small
sphrere with the explode space warp with glow in
video post to simulate sparks. Using combustion
to simulate 3D smoke or fire on individual
pieces. (if you aren't in space!) Using volmetric
lighting on the animated omni light. If you try
these steps you should have a real cool explosion
setup. Now go and blowup a planet or two!