i didnt get the last part =/ i open the hypershade window, created a lambert, but where and how should i duplicate the ramp? if i go the texture tab i see it, but i cant duplicate it.
Hey tried to work this out for the past couple of days for my university project, could you give a bit more details about what force fields you put on the particles and the ncloth please? and how do you create that bright seamless connection between the evaporating particles and the cloth itself? Its pretty cool the effect you got here, but there just seems to be some steps missing. If you could do a step by step guide for beginners like me that will be great. Thanks
I think that glow was just the glow effect inside the shader of the particle. Because all the particles are emitted so close together you get this burning effect. I may have assigned a lambert to the material, in that case to connect the default nParticle color options to the lambert; you would assign the particle utilities to the lamberts options.
@7023dude:forexample if you had a phong assinged to the nparticle and you wanted the nparticle to fade with the built in opacity graphs. Then, in the phongs transparency, you would assign the particle utility. Which will connect the nparticles default graphs to the phong.
From this you could try to add a ramp to the glow in phong. This might help you get this effect (haven't tried this in a while) I'm sorry that im little vague here, i made this video a year ago, its hard to remember
@ChrisUAnimation Thanks for the help dude, will give it another go. just another question, with the nparticles and the ncloth did you put any wind or turbulence on it, i am having trouble making the particles flow nicely. Again, thanks for the quick reply.
I used the built in wind simulation for the cloth but the particles just had a newton, then at the end a radial field. Thats all it took. No gravity, just those fields. you should experiment with all the fields to get a unique animation if you want. Good luck!
you select the plane, then go to dynamics, particles, emit from object. Select the emitter, then go into attribute editor and set the emitter type to surface.
u hav done n cloth simulation but plz explain step by step procedure how uhav done transperancy effect to cloth u hav created an alpha to that texture but how could u do that plz explain me as early as possible u done a good work . plz give detail procedure to that
@shankervfx it's very easy just build a particle fadeout and also build in a texture fade out.. in maya u can do this by making a blinn or a labert or whatever u like then go to color and but in a ramp black is 0 white is 1.. so animate this u can animate a ramp so black is visible and let it work with the particles and let it go from black to white and there u go ;)..
i didnt get the last part =/ i open the hypershade window, created a lambert, but where and how should i duplicate the ramp? if i go the texture tab i see it, but i cant duplicate it.
frankytap 3 days ago
@frankytap
in the hypershade go to edit- Duplicate : Without network
ChrisUAnimation 3 days ago
how do u get nParticles?
frankytap 3 days ago
@frankytap
nParticles was released with Maya 2009, if you don't have 2009 & up then you could just use the normal particle system.
ChrisUAnimation 3 days ago
Hey tried to work this out for the past couple of days for my university project, could you give a bit more details about what force fields you put on the particles and the ncloth please? and how do you create that bright seamless connection between the evaporating particles and the cloth itself? Its pretty cool the effect you got here, but there just seems to be some steps missing. If you could do a step by step guide for beginners like me that will be great. Thanks
7023dude 1 week ago
@7023dude
I think that glow was just the glow effect inside the shader of the particle. Because all the particles are emitted so close together you get this burning effect. I may have assigned a lambert to the material, in that case to connect the default nParticle color options to the lambert; you would assign the particle utilities to the lamberts options.
ChrisUAnimation 1 week ago
@7023dude:forexample if you had a phong assinged to the nparticle and you wanted the nparticle to fade with the built in opacity graphs. Then, in the phongs transparency, you would assign the particle utility. Which will connect the nparticles default graphs to the phong.
From this you could try to add a ramp to the glow in phong. This might help you get this effect (haven't tried this in a while) I'm sorry that im little vague here, i made this video a year ago, its hard to remember
ChrisUAnimation 1 week ago
@ChrisUAnimation Thanks for the help dude, will give it another go. just another question, with the nparticles and the ncloth did you put any wind or turbulence on it, i am having trouble making the particles flow nicely. Again, thanks for the quick reply.
7023dude 1 week ago
@7023dude
I used the built in wind simulation for the cloth but the particles just had a newton, then at the end a radial field. Thats all it took. No gravity, just those fields. you should experiment with all the fields to get a unique animation if you want. Good luck!
ChrisUAnimation 1 week ago
Thank you for this!
agent8el 2 months ago
BAD TUTORIAL.
faZGGot 3 months ago
how is this a tutorial? your education failed my friend
SkilledClips 4 months ago
The Enable Texture Rate check box is grayed out, and I can't select it :(
GuyverProxy 5 months ago
@GuyverProxy
did you create a texture first or are you using the student version of maya?
ChrisUAnimation 5 months ago
:D
MrSteel456 5 months ago
this is not a tutorial (and no, the description is not a tutorial either). But it looks cool.
creejay 5 months ago
@creejay
Well now it is, check the description
ChrisUAnimation 5 months ago
@creejay
Well now it is, check the description
ChrisUAnimation 5 months ago
@ChrisUAnimation nice! thanks :)
creejay 5 months ago
This is well done. But not a tutorial.
crackfiji42 7 months ago
@crackfiji42
Check the description, Yo!
ChrisUAnimation 7 months ago
@ChrisUAnimation: Check the title, Yo!
jigen08 6 months ago
@jigen08
Check the comments, Yo!
ChrisUAnimation 6 months ago
@ChrisUAnimation Check your mom, Yo!
jonny123hannes 6 months ago
@jonny123hannes
Check the refrigerator, Yo!
ChrisUAnimation 6 months ago
@ChrisUAnimation What's here happening? Yo!
LyianInt 6 months ago
@LyianInt
Something funny, yo!
ChrisUAnimation 6 months ago
@ChrisUAnimation I notice it! Yo!
LyianInt 6 months ago
@LyianInt
dam straight, Yo!
ChrisUAnimation 6 months ago
@ChrisUAnimation how do you emit particles from a plane?
sabotaz90 6 months ago
@sabotaz90
you select the plane, then go to dynamics, particles, emit from object. Select the emitter, then go into attribute editor and set the emitter type to surface.
hope this helps
ChrisUAnimation 6 months ago
@ChrisUAnimation yeah sweet thanks, can you set a path for the particles? if this is possible, could you possibly do a tutorial on it?
sabotaz90 6 months ago
that looks like the big bang
codeentertainmente 10 months ago
u hav done n cloth simulation but plz explain step by step procedure how uhav done transperancy effect to cloth u hav created an alpha to that texture but how could u do that plz explain me as early as possible u done a good work . plz give detail procedure to that
shankervfx 10 months ago
@shankervfx it's very easy just build a particle fadeout and also build in a texture fade out.. in maya u can do this by making a blinn or a labert or whatever u like then go to color and but in a ramp black is 0 white is 1.. so animate this u can animate a ramp so black is visible and let it work with the particles and let it go from black to white and there u go ;)..
dreamerboy1231 9 months ago