Today we will be learning how to make sparks, the intent is for them to look like they are coming off of a grindstone. But this is not to say that you can not use this tutorial as a base to alter the sparks, so it can fits your need.
The end result:
Step 1: Open Maya, create and set the project
Step 2: Right click timeline > Playback speed > Play Every Frame, Max Real-Time
This makes sure Maya is playing every frame and is not skipping any.
Step 3: Set the amount of frames to somewhere in the hundreds. We do this because we want to be able to see our sparks for an extended period of time without Maya looping.
Step 4: Create > Cameras > Camera
Step 5: Panels > Perspetive > Camera 1
This will allow us to look through the camera, and it will also allow us to render from whatever the camera sees.
Step 6: Set the resolution Gate
Step 7: Upper Lefthand Dropdown > Dynamics
Step 8: Particles > Create Emitter
This emitter will be the most important tool within this tutuorial becuase this is where the particles will spawn
Step 9:
Change the name of emitter and partilce to what ever you feel you need. I chose mainEmitter and mainParticle, because this will be the most prominet within the final render.
Step 10: Basic Emitter Attributes > Emitter Type > Directional
Within the attributes editor, notice the Emitter type drop down. This allows us to change the default setting of Omni, which makes the sparks fly in every direction, to Directional, which makes the sparks fly in a specified direction.
Step 11: Basic Emitter Attributes
Set to 1000 a sec.
This controls how many particles are produced every second from the emiiter.
Step 12: Distance/Direction Attributes
X: 0
Y: .750
Z: 1
These control where your particles go within their respective direction.
Step 13: Distance/Direction Attributes
Spread: .055
Spread controls the spread, or cone like shape, your particles will emit. The larger the spread the more your particles will be separated.
Step 14: Basic Emission Speed Attributes
Speed: 10
Speed Random: 7
Speed controls the speed at which your particles emit. While Speed random controls the randomization at which they emit.
IMPORTANT: Maya randomises the speed at which the particles emit by plus of minus 2 counts. If you set your speed on 5 and a randomise speed of 2, for example, Maya will emit the particles at a 3, 5 or 7 speed and everything in between.
Step 15: (name of your partlice)Shape tab > General Control Attributes
Conserve: .700
As you decrease the Conserve it slowes down the object as it gets closer to the death of the object.
Step 16: Lifespan Attributes > Lifespan Mode
Lifespan Mode: Random
Lifespan: .400
Lifespan Random: .200
We want randomize the sparks because it gives a more not uniformed, realistic look.
Step 17: Render Attributes > Partilce Render Type
Particle Render type: Streaks
This controls what shapes you want to come out of the emitter.
Step 18: Add Dynamic Attributes > Color
Check Add Per Particle attributes
This will allow us to add color on a per particle level
Step 19: Per Particle (Array ) Attributes
Rightclick RGB PP > Creation Expression
Notice that the RGB PP option became available.
Step 20: Expression Editor
seed(mainparticleShape.particleId);
mainparticleShape.rgbPP=<<rand(0,0),rand(0,0),rand(0,0)>>;
To make sense of this code lets take it line by line.
Note that "mainparticleShape" is the name of the partilceshape so yours will change based on what you named it.
seed(mainparticleShape.particleId);
- Controls the random factor, without this line every time your animation looped it would randomise new colors
mainparticleShape.rgbPP=<<rand(0,0),rand(0,0),rand(0,0)>>;
- Controls the RGB or Red, Green and Blue.
For your Refrence in chosing colors
Step 21: Expression Editor
(.5,35),rand(.5,.75),rand(0,0)
This is the color you get when you enter those numbers to your emiter. Hit edit and the colors are set.
Step 22: Fields > Gravity
With the particle selected add gravity.
Step 23: Attribute editor > Gravity Field
Magnitude: 1.800
This will give us the look of our sparks being wieghed down.
Step 24: Grouping and Render Layers
Group together the emitter, particle and gravivty with CTRL+G or CMD+G
The render tab in the bottom right is where we make render layers. With everything seleted click create new layer.
Step 25: Repeat for secound emitter
Create second emiiter
Create second gravity
Group all together
Add to own render layer
Emitter Type: Directional
Rate: 150
Direction X: 0
Direction Y: .750
Direction Z: 1
Spread: 150
Speed: 7
Speed Random: 3
We did nothing new. The only thing we changed were the numbers imputed.
Step 26: middleParticleShape Tab > Genera Control attributes
Conserve: .800
Lifespan Mode: Random
Lifespan: .400
Lifespan Random: .300
Particle Render Type: Streaks
Step 27: adding color
seed(mainparticleShape.particleId);
mainparticleShape.rgbPP=<<rand(.5,.55),rand(.5,.55),rand(.1,.10)>>;
Step 28: Adjusting the gravity
Magnitude: 3.400
Step 29: Create third emitter
Create third emiiter
Create third gravity
Group all together
Add to own render layer
Rate: 25
Direction X: 0
Direction Y: .750
Direction Z: 1
Spread: .300
Speed: 3
Speed Random: 1
Step 30: Conserve
Conserve: .900
Lifespan Mode: Random
Lifepsan: .400
Lifespan Random: .300
Step 31: Adding color
seed(mainparticleShape.particleId);
mainparticleShape.rgbPP=<<rand(0,.45),rand(0,.45),rand(0,0)>>;
Step 32: Gravity
Magnited: 2.800
Step 33: Batch Render
Render Layer: Master
Render Using: Maya Hardware
Image Fromat: PNG
Frame/Animation: name.#.ext
Start Frame: 1
End Frame: How ever long you need it to go
Renderable Camera: Camra 1
MayaHardware tab > Quality >Presets: Production quailty
Now we render!!!
Step 34: After Effects
Import all of the files onto seperate layers in the same composition.
Open After Effects and apply a Gaussian Blur, Glow and Glow onto the main spark
Gaussian Blur
Blurriness: .5
Glow1
Glow Threshold: 0
Glow Radius: 30
Glow Intensity: 1
Glow2
Glow Threshold: 66
Glow Radius: 81
Glow Intensity: 1
Step 35: After Effects
Apply a Gaussian Blur, Glow and Glow onto the middle spark.
Gaussian Blur
Blurriness: 2
Glow1
Glow Threshold: 100
Glow Radius: 100
Glow Intensity: 10
Glow2
Glow Threshold: 66
Glow Radius: 81
Glow Intensity: 1
Step 36: After Effects
Apply a Gaussian Blur, Glow and Glow onto the scatterspark
Gaussian Blur
Blurriness: 1
Glow1
Glow Threshold: 100
Glow Radius: 100
Glow Intensity: 10
Glow2
Glow Threshold: 66
Glow Radius: 81
Glow Intensity: 1
Step 37: After Effects
Apply a mask to all three layers to get ride of the tail.
Render and we're done!
Author: saldutti0892
Submitted: 2012-11-10 16:22:10 UTC
Tags: maya, Particles, sparks, and Dynamics
Software: Maya
Views: 57,219
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