maya particle effects how to make a fire on a gas stove

Updated on educate 2024-05-29
8 answers
  1. Anonymous users2024-02-11

    Select the model that needs to be lit on the gas stove.

    In Dymanics, the --effects Creat Fire default setting is OK. If you are familiar with the properties inside, you can also set it up a little. This is the easiest way to do it.

    Or you can use the Create Ion Emitter to emit ions (the emitter type is as it may be, the Ion Render type is sprites), use a sequence map that uses a fire, and use an expression to do a loop. This one is a bit complicated.

    Another thing is to give the model a ramp map with the color of fire, and then give the ramp k frame. Select the emitter, ctrl a to open the properties, and under the emitter there is a texture emission att to drag the texture directly onto the particle color and texture rate, check inherit color and enable texture rate (allow texture to control speed).

    Note: In this method, the ions must be created with a single ion color (goalpp).

    Here are a few ways to make fire.

    If you don't already know what I'm looking for.

  2. Anonymous users2024-02-10

    It is recommended that you use phantom particles for ......The particle library inside comes with its own gas flame. Very easy to use. If you have to do it with Maya, you can use particles. There are preset fire effects in the dynamics module, just adjust the parameters.

  3. Anonymous users2024-02-09

    The next stage may be developed, and the whole is okay, just waiting for the icing on the cake.

  4. Anonymous users2024-02-08

    If you use motion, it's pretty easy to do Comes with special effects such as snow and rain Maya's particles are emitted downward, face emitted, random emitted, random shape and size, random number of particles, and the health value can be determined by the distance between the emitting surface and the ground.

  5. Anonymous users2024-02-07

    There are two ways to do this:

    First: k frames on the number of emissions from the particle emitter;

    Second, set the start frame under the Time property under the particle properties;

    time attributes——>start frame

  6. Anonymous users2024-02-06

    Use the object model as a particle emitter, adjust the emission frequency, death frequency, etc., adjust the particles to fire, diverge, render, and you're done.

  7. Anonymous users2024-02-05

    It feels like Max's fumfx is made, and it's currently a plug-in that makes fire more bullish.

  8. Anonymous users2024-02-04

    This is not possible because the engine does not recognize the Maya dynamics system and cannot be exported to third-party software, so you can try to solve this problem directly using the engine-specific effect plugins.

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