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| Meteor Tutorial - Pyrocluster Tutorial Author - Elentor (http://forums.biorust.com/member.php?u=314) |
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Hello people, it's me again, with the first of many Cinema 4D tutorials I am willing to write, thanks to my good-heart and perhaps a bit of alcohol... Well, ok, lets forget the alcohol (its my birthday tomorrow, and I want to end it with a bang).
Hmmm... very nice, yeah? Supposing you haven't been living inside a cave for the last x years of your life (where x is the exact number of years you have lived until this very moment), you must be reasonably aware that this is a flaming meteor burning in earth's atmosphere. So, how did I create this astronomical phenomenon? Well, read on and find out! Just as a pre-amble, though, I would like to remind you that although this tutorial is intermediate in nature and my first tutorial in this section, it is designed so that even total beginners will be able to keep up. With this in mind, there are only two requirements for this tutorial:
This tutorial focuses mainly in an official plug-in called "Pyrocluster". It's a very complex, complete and highly detailed particles module. I will teach how to use, understand, and optimize it (because you will sure as hell need to!). This is, indeed, more of a walkthrough than a tutorial, but since I will be focusing on one tool, you can classify it as both. "But Elentor, I'm a purist! I hate using these advanced effects! I hate using shaders! I'm a true artist and I want to do it by hand - using the raw particle system!" - random purist I can understand. I'm a purist myself
and I hate using shaders, downloaded textures, etc. Pyrocluster,
though, is an official tool, and is extremely customizable (not as much as
the official particle generator, though). It's NOT easy to use (thus
the need for a tutorial), and it takes a long time to render. Using it in
your creations is definitely not cheating.
Section 1 - Modelling the Meteor |
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Step 2: Like I said, the Meteor is a very basic shape, so we only need to deform the sphere a little. We cannot do this with the existing object, though, as Cinema 4D 'primitives' cannot be directly edited. To get around this limitation, we will need to convert the Sphere into a Raw Polygonal object. To do this, select the sphere and click on the "Make Object Editable" button in the top of the left menu bar. |
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Step 3: We now have a true polygonal object. The next part is the most important and can become quite tricky. We'll be deforming the sphere until it looks like a meteor. Select the Sphere and click on the "Use Point" Tool. This will allow us to play with the sphere's vertices until it looks like a suitably rocky object. |
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Step 5: We are almost there, but the
meteor object looks a little rough. We can correct this by creating a HyperNURBS
object from Objects > NURBS >
HyperNURBS (a HyperNURBS object serves with the purpose of "smoothing"
polygon models) and dragging / dropping the meteor's name over the HyperNURBS in the
Object Manager.
After you have done this, select the HyperNURBS object and, in the Object tab under the
Attributes menu, input 1 in both
the Subdivision Editor and Subdivision Renderer boxes. This will not only to
reduce the enormous polygon count that could bring your PC to a crawl, but
will
also prevent the meteor from becoming too "rounded". | ||||||
Section 2 - Texturing the Meteor
Now that you
have the meteor shaped to your liking, you will have to give it an appropriate
texture. You can create a rock texture easily in Photoshop, Paintshop Pro, or your
favourite alternative but, because I'm in a particularly nice mood, I will give you
this
texture to make your life a little easier. Please bear in mind that this texture was entirely created following the steps
of my
Pattern Maker Tutorial,
so take a peek over in that direction if you want to give yourself a more
rounded understanding of 3D texturing.
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Step 6: In the Materials Menu, click File > New Material. Select the New Material and, in the Attributes Menu, unmark Specular (it's a rock!) and mark Bump (again, it's a rock!). |
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Section 3 - The Particle Emitter
Step 8:
We will now create a
Particle Emitter, which will emit particles of fire behind the meteor object. Go to
Objects > Particle > Emitter to add an emitter object. Adjust the
meteor to make it look like it is falling, and do the same with the Emitter object
that you just created. You might
need to rotate it 90 degrees in the Y direction depending on how you
created and modelled the sphere. Just to be safe, create a null object
(Objects > Null Object) and drag all objects in the Object Manager
into it. This will serve as a grouping method, and allow the meteor and
emitter to be rotated as one.

The Meteor and the Emitter Selected with Rotation Mode on
Set the Emitter size to 6.6m. Also, make sure the Blue Arrow (the Z Axis) is
aiming away from the falling nose of the meteor so that the particles are
sprayed in the correct direction. Now, select the Emitter, and take a look
of the options available in the Attributes Manager. Yep, there's
quite a few!
The Birthrate Editor and Birthrate Renderer
values control the birth rate of particles coming from the emitter. The
higher the number, the more particles that will created in a given
timeframe. The first option is the one that you will be seeing real-time in the
Editor, and the second one affects the number of particles you will see in the final
render. I usually set both to the same value, but if you want a
particularly large number of particles, you may want to reduce the
Birthrate Editor value a little to speed up your view ports. The Start Emission and Stop Emission
values state when the emission of particles will start and stop.
This is an incredibly important value for animations, and can even have
an impact on static
renders like ours. The Lifetime value controls how long each
single particle will live, after which they will fade into oblivion. You can add a variation
factor to randomize
this number. The fourth value, Speed, is one of the most
important variables in this section, and is the one you will spend most
of your time tweaking to your own personal tastes. Combined with
Lifetime, these variables control the flux of your
particles. That said, it's basic purpose is a bit obvious (it manages the speed of each
particle). You can also set a random variation. In the Emitter tab, we have the Emitter format
(Emitter Type) which can be either Pyramid or Cone. For round and
smoother results, we will use Cone. The X-Size and Y-Size we have
already set (6.6m). The angle dictates the angle
that the cone or pyramid will be "open". Since we are making a particle
effect which begins with the meteor (the fire growing in it's back) and
ends with smoke, this angle will have to be set so that the
particles can "open" and expand it's area.
The
most important options are as follows:
I
recommend you to play with these options. Really. Play. You can get great
results by experimenting with the different possibilities.
Before we proceed, increase the number of frames by selecting Edit > Project Settings
from the main menu and boost the Maximum value to 900 (which will
also allow you to set the Stop Emission value of the emitter to 900 too).
Now set the Emitter
Attributes to the values on the right. These give us a
decent particle birthrate, an appropriate speed, and a good flux. The
angle is
slightly open so the particles can expand themselves.
We're done here! Moving
on...
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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Step 10: Now, Rule Number 1 of the Pyrocluster:
"It
shall be slow and thus shall require great amounts of patience".
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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.
With these images at hand it is easy to make several important conclusions:
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! |
Section 5 - Pyrocluster (Part 2)
Step 12:
This is the single most important section of the whole tutorial.
Click and select the Pyrocluster object in the material manager. It will open
the Globals tab of the Attributes Editor. Way down there, on
Settings, select the Pre-Customized "Fireball" - We're going to use it as a
template. Easy, huh? Well, not really - here's a closer look at the Globals tab
and its many options:
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The Volume is just that - The Volume of the
texture. It's not related to the size of the effect, but the "fill rate" of
the texture. The bigger the value, the stronger the presence of the
resulting fireball. |
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Step 13: The Fireball preset is cool, but is far
removed from the effect we really want to create. For example, the Color
possesses far too many contrasts, and the
red-wine shades just don't sit well with the idea of a flaming meteor.
With this in mind, alter the colours to resemble the image on the left. The
RGB configurations I used (left to right) were
255/166/0, 233/106/0 and 0/0/0 respectively.
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Step 14: Unless something has gone horridly wrong or you missed an important part of the tutorial, your render should show a MASSIVE orange glow. This is caused by the enormous size of our particles, so go to the Shape Tab of the Pyrocluster Material. Once there, change the Radius from 100m to 10m. |
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The sliders represent a
progression, where the far left is the frame where the Emitter's Particle
Emission starts and the far right is where it stops. With exception of the
Color Slider, these are greyscale sliders - White represents the max
value and Black the min value. Knowing this, we can already play around with
the scales: |
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Epilogue: I hope this tutorial has been useful. Pyrocluster is
pretty confusing at the start, but gets easier as you use it. I plan to
make another Pyrocluster tutorial (an advanced one) soon, but everything in
due time... By the way, it's already 01:33 am here, which means I'm 17 by now!
Time sure goes fast when you're having fun! |
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