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2008. 8. 13. 22:243d studio MAX/3ds max tutorial

3D Tutorial - Steaming coffee cup with 3ds MAX

Here's the steaming coffee cup tutorial for 3ds mAX users !
You can download the 3D demonstration model above for FREE !
This tutorial will show you one way to make steam or smoke using 3ds MAX. This is not a particle based method, you'll just be manipulating a form and creating a material to produce the effect of a whisp of steam ! Have fun !
Requirements: 3ds MAX v4.

1. The cone
Start by making a cone. The cone in the tutorial model has the parameters shown below. Tick the "generate mapping coordinates" box - this sets up required coorinates for applying mapped materials to the cone.


You should end up with a cone that looks something like the one shown above !

2. Removing the cap

You need to remove the cap from the top of the cone - (our steam doesn't need a top to it). To do this, from the modifier list apply an Edit Mesh - select by face, then using the rectangular select region tool ( with the shift/ctrl buttons as necessary) select just the capping faces & then delete them !


3. Distorting The cone
We're going to distort the cone to create a steam form using a Noise parametric modifier. The plume of steam should be more distorted the further away it gets from the cup. To create this kind of effect we'll use Mesh select with "soft selection" applied. Under the selection rollout choose vertex & under the soft selection rollout & tick "use soft selection". Use the select region tool again to select just the upper portion of your cone. You can leave the soft selection falloff value at 90 to effect the whole height of the cone.



Your cone with soft selection applied looks something like the one shown here !


4. Noise Parameters

Now we're going to add some noise. Choose "noise" from the parametric modifiers in the modifier list. In the noise parameters leave
the seed at 0 and play around with the scale and x,y & z strength values until you get a convincing form for your steam.
The parameters for the tutorial model are
shown below :



5. Render



Place your steam in the scene & render ! Here's a view of the steam in-situ !
Now we're going to make the steam material ...


Go to page 2 ...

 

6. The Material
Now lets create the material for the steam. This needs to be a transparent material, but with steam the amount of transparancy varies depending on the concentration of vapour at a given point. Make a new Phong material & set the glossiness and specular to 0 ( steam is matt - you don't want any glancing highlights). Set the opacity to 10. Colour is grey 237.


7. Falloff
To help produce the effect we need we'll use a falloff map in the diffuse slot. Make sure you're using Perpendicular/parallel in the falloff type under falloff parameters. take a look in your max help index to find a definition of falloff maps. A quick look at the image examples you'll find there & you'll see why falloff maps are well adapted to our steamy material. Leave the diffuse amount at 100 for the falloff map.

An example of falloff !

8. Gradient Map
In an attempt to make the steam appear more dispersed at it gets further away from the coffee, we can apply a linear gradient map to the opacity slot ! Quite simply, a gradient map shades from one colour to another. By using black & white as your begining and end colours & applying the linear gradient to the materials opacity, you vary the objects opacity based on vertical position. Set the opacity amount to 30 and you're material is finished !

9. Final Tip
Render your coffee cup scene & see what you get !
There's yer steamy cup !! However, the reflections are a bit dull and washed out ! To improve your reflections you can add an environment map with modified outpt settings - a kind of fake HDRI effect ! In the final scene below I've added a panoramic JPEG image to the environment with spherical mapping. The JPEG image that I've used was created by opening a HDR image in HDRShop and saving it as a jpeg (destination image set to Latitude/Longitude). See the tutorial on HDRI reflections for more about using HDRShop & HDRI if you're not familiar. To extend the range of your low dynamic range JPEG image - boost the bitmaps RGB Level under the Output Rollout ! Study the sample file for yourself if your not sure how to set this up :) Enjoy ...

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