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Creating "volumetric" 2D
Clouds
by David Goodman |
Thanks
for coming to Max-Realms.Com! |
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| Here
is a simple way to create "volumetric" clouds using a flat
plane and a 2d noise map. If you've ever had the need for an object
such as an airplane to break through the clouds, then you've probably
succombed to the use of a combustion effect. IMHO, this is a vast waste
of time and resources for many reasons. The first obstacle is gizmos.
Not only do you need the gizmo for the main cloud, but you'll need several
more to populate the scene. You can waste a lot of time figuring out
where to place each gizmo for a "random" appearance and then
you have the further job of setting up a combustion routine for each
gizmo if you want them truly random in appearance. The next challenge
is to line up the gizmos with your scene objects so they interact exactly
as you want during each and every frame of the animation. And here's
the final thought before we proceed. Once any scene is rendered to a
frame, everything in that scene is 2D anyway. "3d" is an illusion
and is truly only 3d at a given point of reference. Follow along and
download the sample avi to see the results. Render time for the above
example was 7 minutes on a Pentium III, 800 mhz, piece of crap, old
laptop that's been bumping around Iraq with me for the last year.
Okay,
let's get down to work:
First,
open a new scene in Max or save your current work and reset. It doesn't
matter what object you use to fly through the scene; if you have an
airplane model, then use that. But, you can use a box or a teapot for
this tutorial. In the top view, draw a curved line using a nurbs point
curve. Click on Shapes, then NURBS Curves from the drop-down box, then
click on Point Curve. Draw the curve downward in the Top viewport so
that you can see the whole line without zooming the viewport. Create
a box, a teapot or import your object that is going to fly through the
scene. Right Click in the Animation Time section (lower-right-hand corner)
of Max and change the number of frames to 149. Since Max starts at frame
0, this will give you an even 150 frames of animation.
Select
the object and click on the Motion tab. Under Assign Controller, select
Position, then click on the assign controller button. When the window
pops up, select the Path controller. Under Path Parameters, click on
Pick Path and select the curve. Set up the path parameters however you
like. |
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| For
the sky, we're going to use 2 flat planes. One plane will have a bitmap
of the sky on it, the other plane will have the clouds. In the front
view, create a plane and apply a bitmap image to it of a sky. Position
this plane far behind the object in flight and make sure the size of
the plane is large enough to fit in the frame no matter how you animate
the camera. Alternately, you can simply assign a photo or procedural
noise map sky to the background in the environment dialogue. Since my
example file had a moving camera, I chose to use a second plane in the
far background for the bitmap image. Either way you do it, it does not
matter. The goal of this tutorial is more aid you in setting up the
actual noise map and apply it to the situation. Experiment until you
get what YOU want. Create another plane for the clouds. You need to
position this plane in the foreground. In my example animation, I put
the cloud plane about halfway down the flight path toward the camera
so that the airplane would break through the clouds about half-way through
the animation.
It's now
time to set up the cloud material. Open the material editor and select
an unused slot. Name this material Clouds. Select 2-Sided in the Shader
Basic Parameters rollout. Click on the Maps rollout and select the Diffuse
map slot. Choose NEW and select a noise map. In the Noise Parameters
rollout, Change the Noise Type to Turbulence and set the Levels to 10.
Under Noise Threshold, change the High to .8 and the low to .25. Leave
the Size at 25. Do not change the colors of the map unless you want
clouds that are colored other than white. The swatch in Color #1 must
remain black as it will be invisible in a few moments.
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| Click
on the Go to Parent icon to go back to the maps rollout. Click an drag
on the Noise map and drag it to the Opacity Channel. When
prompted for the method of copying, select Instance. The original noise
map is being used to mask itself basically, so if you change the parameters
to the original map, then you want the opacity map to change in exactly
the same way. Look up at the Material Editor sample area. Your cloud
material should be opaque everywhere except for where the clouds are.
Apply this material to the second plane you created. |
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| Render now and
see the results. If you're not sure what just happened, delete or hide
the FIRST plane you created and render again. Change the Environment
background to an off-the-wall color for results that stand out during
testing if that helps. Because we masked the original noise map with
a copy of itself, everything that was black is now invisible. Everything
in the white area is not. To make the clouds thicker, whiter, darker,
bigger, smaller, whatever, is beyond the scope of this tutorial so now
you can take what you've learned and experiment on your own. The possiblilities
are limitless. As always, experiment to see what you can come up with.
Please let me know if this tutorial was helpful to you! Thanks! |
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