Combustion Tutorials 3dsmax Elements
Combustion Tutorials 3dsmax Elements
Combustion Tutorials 3dsmax Elements
Render a scene to elements in 3ds max and generate a combustion workspace. Then, apply and animate effects to layers of the composite in the combustion workspace. There is a layer for each image file from the 3ds max render.
Overview
There are three ways that combustion v1.011 and 3ds max 4 can be used together: Use a combustion workspace as a material map, a displacement map or an environment map in 3ds max; import 3ds max scenes rendered in rich pixel file (RPF or RLA) format into combustion; render 3ds max scene elements, such as Refraction and Shadows, as individual image files in a composite and generate a combustion workspace. This lesson shows how to render a 3ds max scene to elements and generate a combustion workspace file, and how to modify and animate the combustion composite by adding operators to the render element layers to create a main title type of animation.
Note: Although 3ds max runs only on Windows systems, once a combustion workspace has been generated from 3ds max, the workspace can be used on a Macintosh system.
In this lesson:
Examine and render a 3ds max scene to elements and generate a combustion workspace file Examine the render element layers in combustion Use a discreet Color Corrector operator to match the Diffuse render element layer to the background Animate the opacity of the Self-Illumination layer Add a Paint operator to the Refraction layer Import and key additional fire footage
Time to complete the lesson: 90 minutes.
Note: The screenshots in this lesson are from combustion and 3ds max on a PC running the Windows 2000 operating system. On a Macintosh, the combustion user interface is the same as on Windows. Also, the monitors were set to 1280 x 1024. Monitor resolution affects the size of the clips in the viewports, so some screenshots may not match your screen.
Scrub the Time Slider. In the Time Controls, click Play Animation.
The text rotates and the bubbles rise from the lava surface. 5. Press HOME to return to the first frame.
Note: The corners of a material sample slot that have an outlined white triangle indicate the material is used in the scene.
4. Click the material sample slot assigned to Bubble4. The Bubble4 material rollouts are available.
Notice that Self-Illumination is set to 85 and the Self-Illumination Color is disabled. When the SelfIllumination Color is disabled, the material uses the diffuse color for self-illumination. Also, in the Specular Highlights group, Specular Level is set to 25, Glossiness is set to 75, and Softness is set to 0.1 (default). Specular Highlights add shiny highlights to the object, enhancing the bubble effect. The highlight increases as the Specular Level increases and it gets smaller and more focused as Glossiness increases. 6. Collapse the Blinn Basic Parameters and expand the Maps rollout.
Notice the object has a Reflect/Refract map applied to the Diffuse Color and Reflection components.
7. Choose Rendering | Render or press SHIFT+R or F10. 8. In the Render Scene dialog, in the Render Output group, enable Virtual Frame Buffer and click Close. This enables the image to be rendered to appear in a display window. 9. On the Main Toolbar, click Quick Render, or press either SHIFT+E or F9 to render a single frame of the animation. The current settings in the Render Scene dialog are used and the frame begins to render immediately. The rendered frame appears in a virtual frame buffer.
Self-Illumination makes Bubble4 appear lit from within. The Reflect/Refract map causes the object to reflect the scene.
list.
e) Click Setup if it is available. If Setup is not available, click Save.
This sets 3ds max to create 32-bit image files. Both the RGB color channels and the alpha channel information will be included in the rendered files. Also, in Render Scene dialog, Render Output group, Save File is automatically enabled since a file name, path and format have been set. When Save File is enabled, 3ds max renders the complete scene. 6. In the Render Scene dialog, disable Save File in the Common Parameters Render Output group. Disabling Save File disables the render of the complete scene, but retains the file name and path set in the Render Output. The Render Elements feature uses this file name as the basis for the names of the rendered element image files. This feature eliminates the need to individually name the files.
Note: Although a complete scene rendering is not required for this exercise, you can choose to leave Save File enabled and render the complete scene. The render element files and the complete scene are generated in the same render pass, so render time is not increased.
3. Select Alpha and click OK, or double-click Alpha. The Alpha element is enabled and a file name is set automatically. The Render Elements feature uses the file name and path assigned to the files in step 5 in the Render the 3ds max Scene section. The Alpha render element generates a grayscale representation of the transparency of the scene.
Background (background of the scene) Diffuse (color of the objects in direct lighting) Reflection (scene reflected onto the surface of the object) Refraction (scene mapped onto the surface of the object in a way that looks like you are seeing it
through the surface, rather than reflected off of it)
Self-Illumination (an object appears to glow from within; the object is not affected by lights in the
scene and does not receive shadows)
Shadow (shadows cast by lights in the scene; saves only black and white shadow information) Specular (color of shiny highlights)
The selected render elements are listed and the file name and path of each render element is set in the Selected Element Parameters group. The three elements not rendered in this lesson are described in the Additional Render Elements info box.
Note: Any element in the Render Elements list can be enabled or disabled using the Enable option in the Selected Element Parameters group.
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Note: The Blend and Z Depth elements display an additional Parameters rollout.
5. In the Render Elements group, ensure Elements Active and Display Elements are enabled. Elements Active must be enabled for the elements in the list to be rendered. When Elements Active is disabled, all of the selected Render Elements are off. Although not required, enabling Display Elements displays each rendered element in its own virtual frame buffer for previewing. 6. Enable Output to combustion and click Files. The *.cws dialog appears. Notice the file type is already set to Combustion Files. 7. Open the Lava Render folder, type Lava in the File Name field, and click Save. 8. In the Render Scene dialog, click Render. The Rendering dialog displays the render status of the scene, and the virtual frame buffer for the scene builds. After the 30 frames are rendered, the individual render element frame buffers appear on top of each other. 9. Choose File | Save, or CTRL+S, to save the rendered elements from the 3ds max scene, and exit 3ds max.
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1. Start combustion. 2. Choose File | Open Workspace, or press CTRL+SHIFT+O (Windows) or +SHIFT+O (Macintosh), and select the Lava Result folder in the folder list and then click Lava_result.cws to open the workspace file. 3. Play the clip (SPACEBAR) to view the result.
Note: If you do not have enough RAM to view the entire clip in real time, minimize combustion and review the Lava.mov.
The clip features an animation with bubbles rising out of molten lava and simple 3D text animation. Notice the colors and textures on the lava, bubbles and text. 4. Choose File | Close Workspace (CTRL+W / +W).
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Display Time As: Frames (From 1) Default Keyframe Interpolation: Bezier Default Still Image Duration: 30
Note: Setting these preferences ensures the software behavior matches the steps in this lesson.
The composite of the 3ds max elements is displayed in the viewport. The resolution and duration of the composite is the resolution and duration set in the 3ds max render.
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The composite contains a layer for each render element image sequence, a default light and the default camera.
Together with the transfer modes, the stacking order of the layers makes the render elements combine correctly in the composite.
Note: The Alpha layer is turned off because it is not required in this composite, but is very useful for compositing additional layers. The Z Depth and Blend render elements are also not required for a composite, so the layers are turned off in the combustion composite when these elements are rendered in 3ds max.
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The Background layer uses the Normal transfer mode. The Background layer is not trimmed against the other layers (meaning, it has no alpha channel), so it must be composited under the other layers. Therefore, it is at the bottom of the layer stack. 4. In the Workspace panel, click the Diffuse layer to view its transfer mode. Notice the Diffuse layer is directly above the Background layer. Since the Diffuse layer uses an alpha channel, it is composited using the Normal transfer mode. That is, the Background layer is visible beneath the Diffuse layer. 5. Click the Specular layer to view its transfer mode. The Specular layer is composited using the Add transfer mode. The Self-Illumination, Refraction, and Reflection render element layers are also composited using the Add transfer mode, which is independent of the stacking order. 6. In the Workspace panel, select the Refraction layer and drag the layer above the Self-Illumination layer. By changing the order of these two layers, the composite is not affected because both layers use the Add transfer mode.
Note: If this lessons composite had an Atmosphere layer, the layer would appear above the SelfIllumination layer. The Atmosphere layer must be composited over all the other layers that are turned on (see Note in step 2 for details about layers that are off). The Atmosphere layer uses the Normal transfer mode.
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7. Examine the Shadow layer to understand the importance of its stacking order, alpha channel, and transfer mode:
a) Select the Shadow layer. b) In the Composite Controls panel, click Transform and set the Y Position to 100.
The shadows are clearly visible on the background image. The Shadow layer is composited above the Specular layer to dim color in the shadowed areas.
c) In the Composite Controls panel, click Surface and set the transfer mode to Add.
By default, the Shadow layer uses Normal transfer mode because its alpha channel controls how much the black and white shadows dim the Specular and Diffuse layers beneath it in the stacking order. When the transfer mode is set to Add, the shadows cannot be seen.
Note: For the composite to match the 3ds max scene, the Shadow layer must stay below the Reflection, Refraction, and Self-Illumination layers. Otherwise, these three layers would also be dimmed. d) Press CTRL+Z /
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The Shadow layer is displayed in Layer view. The viewport becomes black.
b) In the viewport, right-click (Windows) or CTRL-click (Macintosh) and choose View Mode |
Alpha.
As explained in step 7, this alpha channel controls how the shadows dim the layers beneath it in the stacking order.
c) Right-click / CTRL-click and choose View Mode | Normal to return to Normal view mode.
The viewport still displays the Shadow layer because the Shadow layer is in Layer view.
d) In the Workspace panel, double-click the 3dsmax - Render Elements composite to make it the
current operator.
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3. In the Master controls, click the Source color picker and click on a light red spot in the lava.
The values of the source pixels appear in the Source and Result patches.
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4. Click the Back color picker, and click on the yellow-orange color just below the text in the Background layer.
5. In the Master controls, under Color Match, click Match All. An average of the Source and Back colors appears in the Result patch. The overall tonal range of the Diffuse layer is now better matched to the Background layer.
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6. In the Color Correction Controls panel, click Histogram. The yellow line in the histogram Output represents the Source color sampled in step 3 and the blue line in the histogram Output represents the Back color sampled in step 4.
blue line
yellow line
7. In the histogram, drag the minimum input slider slightly to the right, until the value is approximately 22, so the gray input slider moves toward the position of the blue line in the histogram Output.
Minimum input slider
A new average of the Source and Back colors appears in the Result patch. The colors in the Diffuse layer to the left of the slider are remapped to black. As a result, the Diffuse layer becomes darker and is further matched to the Background layer. 8. Disable the Back color picker.
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4. Go to the first frame (HOME). 5. In the Composite Controls panel, click Surface. Notice that the Opacity for the Self-Illumination layer is set to 100 percent.
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6. Go to frame 30 (END) and enable Animate. When Animate is enabled, keyframes are automatically set when you change values at different frames in the composite.
7. In the Composite Controls panel, set Opacity to 10 percent. In the composite, the bubble rising from the lava appears less luminous than at the beginning of the clip, when it was closer to the lava.
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4. Click Settings and set the Default Object Duration to All Frames. By default, paint objects only appear in the frame at which they were drawn. Setting All Frames extends the duration of paint objects to the length of the Refraction footage operator.
Note: You can also choose Objects | Auto Durations to extend the duration of an object. Objects created after Auto Durations is enabled are automatically extended to subsequent frames as you advance through the clip.
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6. Click the right viewport, and type lava. The word lava appears on the layer.
Note: Changes to the text such as font, alignment, kerning or leading can only be made before exiting the text tool. To change the size of the text after exiting, scale the text with the Arrow tool or use the Transform controls.
7. Click the Arrow tool or press ESC to exit the Text tool. A bounding box appears around the text object. 8. Click on the rotation handle of the bounding box, press SHIFT, and rotate the text object 90 degrees.
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Note: To constrain the rotation to multiples of 45 degrees, press SHIFT while dragging.
9. Click in the center of the bounding box and drag the text object over the third bubble from the right of the viewport. 10. With the text object still selected, click Modes in the Paint Controls panel. 11. Select Overlay from the Draw Mode list.
The Overlay draw mode combines the colors of the Refraction layer with the white text object to create new tints. The text appears in the bubbles and looks somewhat distorted due to the shape and refraction of the bubbles.
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A discreet Keyer operator is added to the Fire.0001 layer and the Keyer Controls panel appears. The default Keyer Mode is RGB.
c) Select Luma from the Keyer Mode list.
The Luma Keyer mode builds the key according to the luminance values of the fire clip.
Note: The Luma Keyer mode is useful for clips with high contrast or filmed against a black background. d) In the Keyer Controls panel, click Matte.
The matte is visible in both viewports because the output of the Keyer operator is set to Matte and because the Fire.0001 layer is at the top of the composite.
f) In the histogram, drag the maximum input slider to the left (until the value is approximately 187)
The distribution of luminance values is adjusted, and some of the gray is removed from the white areas of the matte.
g) In the Output options, click Result.
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Things to Remember
Create a combustion workspace using the Render Elements feature in 3ds max. The render elements
created in 3ds max are the layers which comprise the combustion composite.
Double-clicking a layer in the Workspace panel shows the layer in Layer view. Use Match All in the discreet Color Corrector to color match RGB values, match gamma, gain and
offset, and match shadows, midtones and highlights from a source layer to a back layer.
Use the discreet Color Corrector histogram to reset the black point and white point in an image. Animating Surface properties of a render element layer in combustion can be easier than animating
material properties in 3ds max.
Use a Paint operator to add text and adjust the draw mode to change the look of the text on the layer. Set All Frames in the Paint Controls panel to extend the duration of paint objects to the length of the
operator.
Key clips with high contrast or clips filmed against a black background using the Luma Keyer mode
in the discreet Keyer.
Clean up a matte generated in the discreet Keyer by adjusting the minimum and maximum input
values for the matte with the histogram in the Matte controls.
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