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| Meteor Tutorial - Pyrocluster |
pages (4): 1 2 [3] 4 |
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Section 4 - Pyrocluster (Part 1) Step 9:
Now comes the painful bit! Creating a Pyrocluster Material is a bit more complicated
than your average material/shader and, let me say, almost impossible to discover
without aid of a tutorial. Firstly, in the Materials Manager,
select File >
Pyrocluster and create both Pyrocluster and a Volume Tracer. The first is the
"real" material that you will be using in the emitter, whilst the second one is
an object that will give the particles 3D volume in the "environment".
This necessitates, of course, that we have an environment in the first place, so
go to Objects >
Scene > Environment to create it. You will now have an Environment object. I
personally HATE the Environment system of Cinema 4D, so don't mess with it's
attributes - just drag and drop the Volume-Tracer to the Environment and we're done.
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The Volume-Tracer assigned to the Environment object
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Step 10: Now, Rule Number 1 of the Pyrocluster:
"It
shall be slow and thus shall require great amounts of patience".
The Number 2 is: "Pyrocluster
is SLOW.... in case of doubt refer to Rule number 1". But fear not, for I
will teach you a way to make Pyrocluster faster!
The place where you can adjust Pyrocluster core configurations is in the
Attributes section of the Volume Tracer Material (that's the Material,
NOT the Assigned Texture Tag in the Objects manager). A quick look at
the image on the left shows us the wealth of options available. |
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Step 11: For this step we will be playing with the
Render Mode. Before we begin, though, I feel that it is important to
remind you that the Crispy setting is VERY SLOW. It's the standard, but we will need alternatives. For this scene we'll be using
Crispy Gas,
which is much faster than Crispy, whilst only slightly inferior in
terms of quality. Whilst it is true that you WILL lose some quality, Crispy
Gas' increased speed will more than make up for it, and it additionally emulates fire and gas even better than
Crispy.
If you want the best results you can always revert to Crispy for your
final render.
One cool render mode, though is "User", which gives you greater
fine control over the rendering options. You can
control the quality using the World Step Size setting - "1" is the
perfect option, whilst greater values will give you lower quality images
that render faster. For quick visualizations I use a value of 10.
Here
are some compressed images of the same scene, in same frame, and the time it
took to render (in minutes):

"Crispy" - 2:00

"Crispy Gas" - 1:03

"User" - World Step Size 10 - 0:37

"User" - World Step Size 15 - 0:36 With
these images at hand it is easy to make several important conclusions:
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Firstly, the Crispy mode takes the longest,
but also generates a very smoothest render of the particle
effects.
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Crispy gas is almost twice as quick, and gives a sharper
render (I personally prefer it for this kind of effect than Crispy).
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User
modes with World Step 10 and 15 are totally distorted, but render in
25% if the time it takes to output a Crispy render. This makes
these modes ideal for checking that colours are set correctly, that the flux
of particles is fine, etc.
With these points in mind, choose Crispy Gas. Also, drag and drop the
Pyrocluster material to
the Emitter object. We are going to edit it, and we are going to edit
it now!
Note:
Remember my promise that this tutorial wouldn't take too long? Well, I
lied (I've just surpassed 16k of pure text!). That said, the next page
is the final one... |
- Tutorial written by Elentor
|  |  |  |  |  | Last 5 User Comments |  |  | 
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Quote from 3dead;46855: Finally got it to work. i had my pyroclusters too big and didn't have the pyro material attached to the emitter like I would any other material but now it works fine. |
cheers for the tip 3dead, i'd had those problems too. Also took me ages to figure out that you have to have the Pyrocluster shape preview on.
To turn the preview on:
1. Click on the Pyrocluster material.
2. In the Attributes Manager, click the shape tab. Scroll to the bottom of the shape attributes and make sure the Preview check box is checked.
Good tutorial tho! thanks |
Reply to this post |
User: 3dead (#46855)
Date: Mon Dec 17, 2007. 23:25:07 | Post #8 of 9 |
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Finally got it to work. i had my pyroclusters too big and didn't have the pyro material attached to the emitter like I would any other material but now it works fine. |
Reply to this post |
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I like this tutorial. Although brief in places, it allows you to expand on the knowledge that is given to you.
Is there a way of viewing the render while the play button is on!? |
Reply to this post |
User: homers (#27027)
Date: Tue May 02, 2006. 16:22:01 | Post #6 of 9 |
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Can you please e-mail me the meteor file as i've tried all the steps but no fire or smoke all there is, is the meteor and these tiny we white dots which come out of it.
E-mail - dudesam505@hotmail.com |
Reply to this post |
User: globule (#26375)
Date: Sat Apr 15, 2006. 21:48:54 | Post #5 of 9 |
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Nice Tutorial . Just need to know why he doesnt work at my homies lol |
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