Tornado Particle Effects in 3ds Max and FumeFX

In this tutorial, we will learn to create dynamic, flexible tornado systems and render them using a variety of techniques. Software required: 3ds Max 2011, FumeFX 2.0, Krakatoa 1.6.
Course info
Level
Advanced
Updated
Nov 1, 2011
Duration
1h 45m
Table of contents
Description
Course info
Level
Advanced
Updated
Nov 1, 2011
Duration
1h 45m
Description

In this tutorial, we will learn to create dynamic, flexible tornado systems and render them using a variety of techniques. This tutorial will show how to set up a complex Particle Flow system to make a tornado inside of 3ds Max. Going beyond a traditional vortex field, the tornado that we'll create in this tutorial will employ recursive logic to keep the system alive while still being lightweight enough to be animatable inside the viewport. We will then look at getting much more natural movement by simulating FumeFX based off of the particle simulation. We'll also touch on Krakatoa and using that to render a large number of particles. Partitioning will be covered along with some of the rendering options available. Finally, we'll look at some techniques to fix artifacts in NUKE. Software required: 3ds Max 2011, FumeFX 2.0, Krakatoa 1.6.

About the author
About the author

Matt Radford works in Computer Graphics for film, animation, and commercials.

Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hey there, Matt Radford. And today we're going to be doing some advanced training on making tornadoes inside of three studio max with particle flow and uses a few effects little Krakatoa and some of you to finish everything off. So ready it's a little bit advanced. So I'm not gonna be trying not to hold your hand with this. Just gonna show you, show you how this system works and kind of let you have fun with it. So a little bit about myself. I am currently an effects artist at her studio over in Venice, and we just using cool stuff, game, cinematics and some movies. And you should check it out if you haven't seen the work Really cool stuff. So before that, I was working at hydraulics, doing look development and mental ray shading. And then before that, my actual My first job in the industry, How school was that? Method studios just down the street from my apartment and there I was kind of a generalist doing commercials, a lot of commercials, and I was kind of a beer. Eh? You're a lighter guy. So so switched over to effects. You know something? I was always passionate about into, and I'm here to share some knowledge. So let's let's start this off and makes a kick ___ tornadoes. Okay, you're saying