Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Afterburn: An Introduction
Added on: Thu Mar 01 2001
Page: 2 3 4 5 6 7 8 9 10 11 12 

Foreword

This is pretty much a breakdown of everything within Afterburn, essentially describing alot of the features and elements of Afterburn.

To start off, assuming everyone's used Afterburn at least slightly before and knows what it does. If you haven't then go play with it for a while and come back. Afterburn is a very powerful plugin but at times can really require a lot of CPU and RAM if you want to meet deadlines on time. It does great volumetric particles and can be used for anything from clouds and smoke, to explosions, fire, water, even landscapes amongst other things. The more familiar you become with it the more you'll realise the possibilities are endless.

To begin, you need a particle system. One thing to keep in mind with Afterburn is, if you're using omni lights, it considers one omni light to be several lights instead of just one light. So this kills speeds a lot by using omni's so use them only where necessary. To add afterburn to your scene, go to the Enviroment panel located under the Render menu.


Next up the Enviroment window should pop up, click on "Add..." and then click on Afterburn. When you do this Afterburn and Afterburn Renderer should be placed in the Enviroment atmosphere effects box. Notice that the Afterburn Renderer is automatically
created, this effect is required for Afterburn to render.

If you scroll down the Afterburn manager you'll see "source particles/daemons" and "source lights".
Here's where we can add in the daemons and particles and the lights we want to use with Afterburn. If you click on the pick button under source particles/daemons the button will turn green allowing you to select only particle systems and daemons, which is where you can select any of the existing particle systems you want to use.

Once you have put them into Afterburn's manager, it will use these particle systems as reference to where the volumetrics are placed in world space.



 
� 1997-2024 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.