Posts Tagged With: Dynamics and Visual Effects: Studio 2

The Torch – Using 3D Container in Autodesk Maya 2013


Effect overview:

–          For the visual effect assessment, I will use fluid effect in  Maya to create the torch flame as the images below:




–          The main objective in this project is to create the flame that burnt on the material like cloth and it is wrapped on one tip of a mace. Fire is one of very common things that we can see in everyday life. In order to create something like this, we have to make sure that we have good reference and we will stick with it. This is not something that we can do by just sitting still and imagine. This is something that we have to search for its information and observe it in real life if we want to make it look real.

–          Firstly, we all know that the colour and other characteristics of a flame depend on several factors such as fuel, heat, density. We can also create different flame types by changing the oxygen supply. They vary from yellow sooty diffusion flame to blue flame and of course that their heat levels are different too.

–          Working with projects like this, the colour and its movement are very important because they will define your flame and show us how it is different from the others. Even though the flame is transparent

–          As the references, this type of flame would be made up of the 2 main elements are the bright yellow-orange fire at the hottest points and the black smokes which will come up when the fires come to the cool-down point. This flame is caused as a result of a combustion oil-dipping cloth. That’s why it has the bright yellow-orange colour at the beginning and black smoke at the end.

–          With this type of flame, we also need to examine the movement of the fire because it is affected by some factors such as the fuel of the combustion the scale of the combustion, the wind in the environment, the scale of the flame to the environment and the density of the air.

–          As in the real world, the colour of the fire is also affected by the other light settings in the environment. Hence, we have to notice all the light sources in the scene and render setting to make sure that the look of the flame is exactly what we want when we render it out.


Development Process:

–          Using Autodesk Maya 2013

–          Create a camera, point light and directional light. Set up the scene as we want.

–          Create a 3D container.

–          Select the fire source object and make it an emitter.

–          Rename it as fireDensityEmitter:

  • Density Method: add.
  • Density/voxel/Sec: 20.
  • Heat Method: No Emission.
  • Fuel Method: No Emission.
  • Fluid DropOff: 0.110.

–          Container:

  • Base Resolution: 150.
  • Contents Method:
    • Density, velocity, temperature, Fuel: Dynamic Grid.
  • Turn on auto to resize.
  • Dynamic Simulation:
    • Gravity: 9.8
    • Damp 0.025
  • Density:
    • Density scale: 2.000
    • Buoyancy: 2.000
    • Dissipation: 2.000
  • Velocity:
    • Swirl: 25.000
  • Temperature.
  • Fuel.

–          Shading (this is the most important part for achieving the right look of the flame):


  • Textures:
    • Texture Color
    • Texture Incandescence
  • Texture Time: =time*0.5

–          Select the container and create a new emitter, rename it as fuelHeatEmitter.

–          fuelHeatEmitter:

  • Emitter Type: Volume
  • Rate: 100
  • Heat Method: add
  • Heat/Voxel/Sec: 20
  • Fuel Method: add
  • Fuel/Voxel/Sec: 15
  • Volume Shape: Cylinder.

–          Scale and snap the emitter to the fire source object.

–          Test the renders.

–          Batch render.


Reflection of script development:

–          Visual Effects is one of the most important reasons that make me get into this 3D world. It makes movies much more interesting and believable for the viewers. It is used in the film and entertainment industry to create effects that are impossible to achieve by normal means, such as travel to other star systems. It is involves the integration of live-action footage in order to create the environments which are not real but we, the viewers, would believe that they are real and that’s why I love it.

–          I was taught about a number of different systems in Autodesk Maya such as Particles/nParticles, 2D/3D Fluids, nCloth and nHair for the Dynamics & Visual Effects Subject. For the assessment, I was asked to create a dynamic effect project by using at least one of the following dynamic effects: fluids, nParticles or nHair and I decided create a torch by using 3D fluids in Autodesk Maya 2013.

–          According to Keller (2010, p. 877):

A good practice for working with 3D containers is to start at a low resolution, such as 20 x 20 x 20, and increase the resolution gradually as you develop the effect.

–          This really helped me with this project. I started with a low resolution 3D container and worked with it as if it were a miniature chemistry lab. The render time was very quick so it’s easier for me to see the effect and manipulate it.

–          To create the flame for the torch, I had to use 2 emitters in 1 3D Container.

–          According to Keller (2010, p. 879):

The contents that you can inject into a container by a fluid emitter are density, fuel, and temperature. You can use an emitter to inject any combination of the three. The settings on the fluid container’s shape node determine how these contents behave within the container. You can use more than one emitter within a container and can create reactions by the interaction of anything within the container. For instance, you can use one emitter to add fuel and another to add temperature.

–          The main problems I had with this project were how to get the right colors and shape of the flame. I took me a while to play around with the settings to achieve the right shape and the most trick thing is how to create the tails of black smoke when the flame cools off.

–          The lesson that I learned from this project was that the more common things you see in real life are the more complicated visually effect to do and you need to have good references to make sure that you are going on the right track.



Keller, E, Palamar, T, Honn, A 2010, Mastering Autodesk Maya 2011, Wiley Publishing, Inc., Indianapolis, Indiana.


Kirillov, K, stock Photo – Closeup of flaming torch with fire and black smoke on blue background, 123RF Stock photo,  viewed 25 November 2012, <;


Sanda, E, 2010, Throwing the Torches on The Old Wooden Boat, Making a Bonfire, Celebrating the New Year 2010, Flickr, viewed 25 November 2012, <;

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Description of process to create effect

Adherence to reference material:

–          Based on the reference material, we need to create the splash when the objects interacts the water surface.

–          We need it to be dynamic so it will be easier for the animators to control the effect.

–          It has to be cheap for rendering and it shouldn’t slow down the scene when we’re working on it.

–          It shouldn’t be too realistic. It should be stylized and make the audiences believe in it.

Dynamic systems utilised:

–          Ocean and Wake in Fluid Effects will be used to create the water effect.

–          Toon Outliner to create a cheap interaction line between the object and the water surface from where the particles emit.

–          Gravity field and Volume Axis will be used to control the behaviours of the particles (splash).

General Overview of process:

–          Create an Ocean.

–          Create a polygon plane and apply a new Blinn to it.

–          Create a new displacement shader, connect it to Displacement of the shading group of the Blinn.

–          Connect Displacement of OceanShader1 to the new displacement Shader.

–          Delete the history of the poly plane.

–          Convert displacement of the poly plane to polygons with history.

–          Create a new object (will be interacted with the water) and a wake.

–          Apply the toon outline to get the intersection line between the object and the water surface.

–          Convert it to curve.

–          Emit particles from the curve.

–          Apply the gravity field to the particles.

–          Set the values so we can have the effect as we like.

–          Apply the volume axis to make the particles look more interesting when they’re floating on the water surface.

–          Apply a shader to the particles to render it out as you like.

Overview of asset attributes published:


–          Lifespan Mode.

–          Lifespan.

–          Lifespan Random.

–          Particle Rate: Control the number of particles per second.

–          Spread: Control how far do the particles spread around.

–          Speed: speed of the particles.

–          Speed Random: of the particles.

Gravity Field:

–          Magnitude.

–          Attenuation.

Volume Axis:

–          Magnitude.

–          Attenuation.

–          Turbulence.

–          Turbulence Speed.

Collision Attributes:

–          Resilience.

–          Friction.

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Overview of Reference

When the Bluey’s jumping out of the water, he will create a splash of water and it would look like in the photo below (photo 01). This kind of the splash should be extended higher from the water surface but not spread too wide around.

Photo 01:

We also search for the references of the splash when an object floating on the chilling water and below (video 01) is the look that we think it should be. It should be white and gentle.

Video 01:

<p><a href=”″>HOT for Maya – rock splash</a> from <a href=””>Igor Zanic</a> on <a href=””>Vimeo</a&gt;.</p>

With the drowning scene, we will make the splash more powerful and it will create a great impact on the surface when the object interacts with water. Below are 2 references (Video 01 & Video 02) that we found that they are very helpful in this particular scene.

Video 02:

Video 03:


Das, S 2011, Water Splash, TrekEarth, viewed 6 August 2012,<>

Zanic, I 2010, Hot for Maya – rock splash, video, Vimeo, viewed 6 August 2012, <>

Maxc2358 2011, fish leap splash, video, YouTube, 9 May, viewed 6 August 2012, <>

Viki164 2009, Water splash from Maya particles & then to foam, video, YouTube, 10 May, viewed 6 August 2012,<>

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