Nebula
Breakdown
参考图
Reference picture
制作过程
Breakdown
在C4D中用XP的xpExplosiaFX进行烟雾的模拟,用烟雾驱动粒子,所以精度不用太高。
Use the xpExplosiaFX of X-Particles to simulate the smoke in C4D, and use the smoke to drive the particles, so the accuracy is not too high.
驱动粒子时为了方便调整,数量也不用太高。
In order to facilitate the adjustment when driving particles, the quantity should not be too high.
将大量粒子存为prt文件,导入Krakatoa调整灯光相机再进行渲染。(此项目3亿粒子)
Save a large number of particles as a prt file, introduce Krakatoa to adjust the light camera and then render.
此次后期合成成为了关键(因为渲染出来跟屎一样)
composite became the key
总结
summary​​​​​​​
此次项目第一次使用C4D制作3D星云,此前没有接触过类似项目,网上教程多是3dmax使用fumeFX驱动粒子或者houdini。希望有人能出关于C4D制作3D星云的教程。
This project is the first time C4D is used for 3D Nebula production. I have not been exposed to similar projects before. The online tutorial mainly uses 3dmax's fumeFX to drive particles or houdini. I hope someone can give a tutorial about C4D making 3D nebula
制作过程成发现初始的形态极为重要,导致整个粒子走向,Krakatoa的所有参数互相都有关联,比如粒子数量、粒子大小、灯光强度,是互相制约的,粒子太小体积感差,粒子太大细节不够,粒子数量太少也是体积感差,粒子数量太多光很难穿过等,过程需要耐心与经验,我在项目的后半段发现形态有问题但是为时已晚,我已经在这个项目上花费了太多的时间,作为练习项目找到问题所在就好,下次注意,希望大佬们给予指点和帮助,感谢!
The production process is very important to discover the initial shape, which leads to the entire particle direction. All parameters of Krakatoa are related to each other, such as the number of particles, particle size, and light intensity, which are mutually restrictive. The particles are too small and the volume is poor. The particles are too detailed. Insufficient, too small number of particles is also poor in volume, too many particles, light is difficult to pass through, etc. The process requires patience and experience. I found a problem with the shape in the second half of the project but it was too late. I was already in this project It took too much time to find the problem as an exercise project. Pay attention to it next time. I hope masters will give pointers and help. Thanks!


Thank you !


Nebula
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