[ Notes: All tutorials are either written by our visitors or collected from Internet. Our pure intention is to provide good tutorials for CG enthusiasts and professionals alike. Full credits of the tutorial including authors's name, website and company name are given. It is a good way to let people know how professional your works are.
Of course, if in anyway, you do not like to host your tutorial with us, please leave a comment with the tutorial and provide the proof of your ownership to the tutorial. We are more than happy to remove it for you. ]
One more thing, this space is also for advertising. If you are interested in helping us running this website, please contact us on: ads[at]9jcg[dot]com.
This site is hosted with IXWebhosting:
Effects > Create Fire in 3dsmax (Posted By: Tyler Mannheimer)
I have made fire in other 3D apps but found it hard to locate a tutorial that did what I wanted inside Max. Most of the techniques were very similar but I tweaked them for a look I personally liked and maybe you will like it also.
I started out with snow and rotated it so it was facing up.
Snow for the fire facing up
The material was where I spent 90% of my time tweaking the particle age for fire and smoke. I first created the color for the fire using noise to give it a bit of detail.
After that I added a particle age so the smoke @ the top faded out. I then added a gradient to have a soft edge on the box particles. After doing that I copied the Noise from the color value and pasted that into the gradient values in the opacity to add more depth to the flame. Be sure to make the opacity values black and white and make them a instance once they are changed in the opacity.
Once that is complete paste a instance of the opacity in the self illumination and in the specularity. Also copy a instance of the color in the specularity color value. Then go back to the opacity texture and open the particle age window. Expand the output tab and enable the color map. Adjust the curve like the image below. Adjusting this will give the map more contrast creating a sharper look to the flames. You can also do the same for the color.
After that its just about finished you can render it as is or for more detail animate the phase in all the noise maps. Just animate one for the desired speed and copy a animation instance to all the other maps.