Visual Effects in Maya Fire, Water, Debris and Destruction - Lanier, Lee
- Author: Lee Lanier
- Language: English
- Published: 2014
- Page: 322
- Format: pdf
CONTENTS
Introduction
Chapter 1: Adding Foliage, Fire, and Smoke with Paint Effects
An Overview of Visual Effects
Planting Foliage with Paint Effects
Setting Fires with Paint Effects
Adding Paint Effects Smoke
Chapter 2: Growing Short Hair, Long Hair, Grass, and Electric Arcs with Fur and nHair
Growing Fur
Converting Fur to a Field of Grass
Growing Long Hair with the nHair System
Converting nHair to Electric Arcs
Final Rendering of Project 1
Chapter 3: Creating Water, Smoke, and Sparks with nParticles
nDynamics versus Dynamics
Creating a Liquid Mass with nParticles
Billowing Thick Smoke with nParticles
Generating nParticle Sparks
Chapter 4: Generating nParticle Swarms and Bubble Masses with Expressions and MEL Scripting
Controlling nParticles with Expressions
Adding nParticle Variety with MEL
Chapter 5: Simulating Semi-Rigid and Rigid Debris with Python, PyMEL, and nCloth
Adjusting Nodes with Python and PyMEL Scripting
Producing Semi-Rigid Surfaces with nCloth
Final Rendering of Project 2
Chapter 6: Producing Dust Puffs, Fog, Trailing Smoke, and Fireballs with Rigid and Fluid Dynamics
Dropping an Object as a Rigid Body
Placing Dust Puffs with 2D Fluid Effects
Adding Fog with 3D Fluid Effects
Trailing Smoke with 3D Fluid Effects
Exploding a Fireball with Static 3D Fluid
Chapter 7: Animating Fire, Water, and Damage with Effects, Fluid Effects, Deformers, and Textures
An Introduction to the Ocean System
Altering Effects Menu Presets to Create a Burning Fuse
Rendering Effects with Multiple Cameras
Filling a Puddle with the Pond System
Adding Localized Damage with Animated Deformers and Textures
Final Rendering of Project 3
Chapter 8: Building Reference Models and Motion Tracking with Maya and MatchMover Investigating Visual Effects and Compositing Software
An Overview of Motion Tracking
Manually Tracking a Camera in Maya
Motion Tracking with Autodesk MatchMover
Chapter 9: Combining nCloth, nParticles, and Fluid Effects to Create Complex Destruction
Destroying the Geometry with Shatter and nCloth
Creating a Trailing Dust Cloud with nParticles
Combusting an Explosion with Dynamic Fluid Effects
Chapter 10: Preparing, Rendering, and Combining Render Passes
Using Dynamics and nDynamics Caches
An Overview of Render Passes
Setting up Render Layers and mental ray Render Passes
Batch Rendering Layered PSDs and OpenEXR Files
Compositing Render Passes
Wrap-Up
Index
No comments:
Post a Comment