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Particle Blazing Fire In 3DSMAX

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(Score 4.2 out of 5 after 10 Votes)
| Comments 7
Date Added: 9th December 2009
Software used:

Now Press Quick Render; you should have a similar image to the shown in Fig.07. This is our basic shape for the fire. The smoke map gives the advantage of being applied as one continuous image on the particles, as if the particles were a single plane, and at the same time you have the option of Face Map toggled on for the use of other maps! Still, the edges of the particles are harsh and need to be smoothed, so let's move onto the next step..

Fig. 07

Press the Smoke map button in the upper right corner; from the Material/Map Browser double-click on Mask. Choose Keep old map as sub-map, then press OK (Fig.08).

Fig. 08

The mask map we will apply will omit the harsh edges of every particle; the black colour that the mask map will draw around a single particle will be regarded by Max as zero opacity, and thus we will have a smoothed particle with the map shown only on the white part of the mask. An explanation is shown in Fig.09.

Fig. 09

Under Mask Parameters Press None (beside Mask); in the Material/Map Browser double-click Gradient (Fig.10).

Fig. 10

In the Gradient map panel, under Gradient Parameters > Gradient Type, choose Radial. Click on the Color 2 slot and change to full white; click on the Color 3 slot and change to Red 128, Green 128, Blue 128, Hue 0, Sat 0, Value 128 (Fig.11). Press Quick Render; you should have an image similar to the one shown in Fig.12 - notice how the edges are now becoming smooth!

Fig. 11

Fig. 12

Now go back up two levels until you are in the Default Blinn Material Panel; under Blinn Basic Parameters press the color slot besides one of the shaders - either Ambient or Diffuse if they are locked, if not just press the lock button beside them - and change to a fierier colour. Let it be orange, with Red 244, Green 176, Blue 30, Hue 29, Sat 224, Value 244 (Fig.13).

Fig. 13

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Readers Comments (Newest on Top)
TBS on Thu, 07 July 2016 4:09pm
The vital piece of missing information is... at the point where you set the level to -7.28, you must tick the 'Invert' check-box (to the left of the 'Output Amount' field). Do this, and it works perfectly.
Glencairn on Wed, 28 November 2012 8:31pm
I wrote a script that creates the material. It allows you to select custom colors for the flame. This way, I am able to create the material in multiple projects. Currently, I am working on a script to create the particle spray, so that I can adjust the dimensions and characteristics of the flame object, and another script to control the flame material animation. Thanks for the tutorial.
Josh on Thu, 19 April 2012 10:19pm
got my results by changing the output amount to 4 on the difuse map along with the colour 1 to red colour 2 to orange and colour 3 to yellow and then changed the outputamount on the opacity map to 1 and it gave my the result i was looking for great tutorial tho :)
Josh on Thu, 19 April 2012 10:16pm
i had a probem when i changed the output amount to -7.28 like it said where it gave me a dark blue flame. so i did what you said maria and then changed the out put settings on both the gradient on the difuse colour and the opacity mask (difuse 4.0) (opacity mask
Maria on Mon, 02 April 2012 10:09pm
Update: I got a similar result by setting color 1 to red, 2 to orange, 3 to yellow, color 2 position: 0.01, and output +7. Play with those to get a result to your liking. I'm not sure what the author missed in this step, however, it was really helpful. Thanks!
Maria on Mon, 02 April 2012 9:19pm
Same problem here
Rashi on Sun, 04 March 2012 3:52pm
sir till "fig 18" every thing was as you told, but after the step "This negative value will make our fire glow, so what are you waiting for? Do it, and then Press Quick Render!And voila! A nice glowing, flaming fire (Fig.19)!" i can't get fire color, what was problem? please do guide me.
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