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World Of Tutorials - Creating A Flame Thrower
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Creating A Flame Thrower PDF Print E-mail
Written by Stefan   
Thursday, 16 August 2007

In this tutorial I will show you how can you create Flame Thrower..And at the end we will wrap up the lesson by doing render with GI_Joe so be sure to finish GI Joe Getting and Installing tutorial first. 

Okay, so in last 30min I have been modeling a pipe which flame will come out through.You're free to model it your self or use my model

Download:
>
Starting Scene

> Finished Scene

When you load scene you should see this..



So let's start making flame effect..First let's create a poly plane and emit particles from it..You should be able so far to handle it by your self, but incase you don't here is how: select plane and go to Particles -> Emit from Object.



So now, if you rewind and play all you get is a lot of particles being emitted from each vertice of plane..Sure not what we wanted! So select emitter in plane and go to either channel box or attribute editor..Now we need to make several changes:

1. In emitter1 tab, change Emitter Type to Surface..Now if you rewind and play you should see a stream of particles moving in plane's normal direction.
2. Still in emitter1 tab, change Rate (Particles/Sec) to 600..OR edit them at your will..This will control how many particles we get per sec..
3. Still there simply change the Speed to something between 4,5,6..

Okay you're doing good so far, following image should illustrate current scene.



If you let it like this, later when we apply flame effect, these particles will never die, so eventually you will end up with a blue BIOS screen on your monitor and we definatly don't want that..So let's change Lifespan for these particles.

1. Go in emitter1 tab and change Lifespan Attribute, to Random range -> Lifespan: 0.650 Lifespan Random: 8.000

 The Flame

 
Eh you probably expected whole tutorial to be around tweaking flame's color, opacity and all of that work right? Well, then, you was   wrong. We will use Maya's default flame shader and apply it to our particles..But how to do that?
 
Step 1. Select poly plane and go to [Menu] Effects -> Create Fire..Umm if you have been playing with this before it's wisely to go to its option box and Reset Default settings.. By doing this we got a drag as well as gravity field on our scene, and if you rewind and play you see following.
.


 
Phew..we don't want burning plane that will be hidden at the end (spoiler)..So why did we even do that then? Well we will grab fire's shader and apply it to our particles.. How to do that?
 
Step 2. Open hypershade (Windows->Rendering Editors->Hypershade) and among the default 3 items we got particleCloud01..So select our particles (points, not the newest ones) and while having them selected RightClick(on particleCloud01)->Assign Material To Selected..
 


 

 
 Now those particles got green..And if you try to render nothing happens..Simply because we need to change our particles to be Cloud type..So select them and go to Attribute Editor, in particleShape7 change Particle Render Type to Clouds..*look in images below
 

 
Now if you render there is our fire..so let's do final changes and get ready to wrap up this lesson..
 

Combining Flame with Flame Thrower

 
So let's rotate our plane 90 degrees in X Direction..
 

 
Now in front view simply put it in its place..and scale according to the image below
 

 
Now let's write expression so that plane would be rotating all the time in Z..hence giving us better results..
Select plane and in channel box click right click and chose Expression on Rotate Z. Then match up with my image (be sure to click "Create" at the end)
 

 
By writting this sentense "pPlane1.rotateZ = frame * 2;" we're telling to rotate at each frame plane's RotateZ by frame * 2 value..so on 1st frame rotation value would be 2 (1x2), on 2nd 4 (2x2) etc..


 Current render:
 

 
It looks nice but we don't want that, right? So we will select that cloud and chage its Lifespan to 0 as well as Fire Lifespan to 0..
 

 
Now if u rewind, play and render you should see this..
 

 
Whooray we are the end..Are we? Nope..We need to add a bit of lift at the end of flame "stroke"..Hmm how to do that? Well we can apply gravity field and change its direction to positive Y..and then turn gravity field boundaries on to exacly see what part of flame it will affect..So let to that!
 

 Adding Lift

 
Select flame and apply Gravity field..
 
Step 1. Change its directon to positive Y..edit values as shown on image below
 

 
Step 2. Now chose Volume Shape to Cube and move it and scale according to image below.
 

 
 Step 3. Play a bit with Magnitude and Attenuation settings..If you can't come up with your own settings, copy mine from image below..
 

 



Conclusion:
That's it guys! Hope you have enjoyed this tutorial.For a little better rendering, just load GI Joe (follow this tutorial if you don't know how) with default settings..
 
 

Last Updated ( Saturday, 08 September 2007 )
 
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