2672QCA 3D MODELLING
FOR VISUALISATION
SIMULATION AND VFX
Introduction to particle systems, forces and effectors,
and physics-based modelling.
SIMULATION USES
3DS MAX TOOLS
A list of physics simulation tools
for 3DS Max.
WHAT IS 3D SIMULATION?
Introduction to simulation
systems for modelling and VFX.
Major categories for using
physics simulations
LECTURE CONTENTS
OTHER APPLICATIONS
VFX is a large industry. Let’s
explore the most prominent
systems.
01
02
03
04
“The CGI landscape is another world. It
has its own physical laws; it can defy
gravity.
But surely the wonder of cinematic space
is that it is wedded to reality?”
一GEOFF DYER
WHAT IS 3D SIMULATION?
01
Introduction to simulation
systems for modelling and VFX.
3D SIMULATION
3D Simulation is an incredibly important part of Computer Graphics.
By utilising physics engines to generatively produce 3D graphics, we gain the ability to
rapidly and accurately produce visual effects and simulations.
These engines provide enormous potential for a broad spectrum of industries.
SIMULATION USES
Major categories for using physics
simulations.
02
A broad range of engines exist within simulation and VFX. Each engine provides capabilities
to complete one or more of the following simulations:
SIMULATION USES
• Soft and Rigid bodies
• Forces and Effectors
• Fire and Smoke
• Fluid (Metablob/Particle)
• Crowds
Soft and Rigid bodies are generally implemented within a physics simulated animation.
Rigid bodies are strong, solid forms that are unable to be impacted or moved due to physics
simulation. Generally, rigid bodies are either static or pre-animated objects that are used as collision
objects.
Soft bodies can have a flexible skin (mesh-based) and can both change shape and physical location
due to animated impact.
SOFT AND RIGID BODIES
SOFT AND RIGID BODIES
Space warps create "force fields" that deform other objects, creating the effect of ripples, waves,
blowing wind, and so on.
Space warps are nonrenderable objects that affect the appearance of other objects. Space warps
behave somewhat like modifiers, except that space warps influence world space rather than object
space, as geometric modifiers do.
Some common Forces are:
FORCES AND EFFECTORS (SPACE WARPS)
• Gravity
• Vortex (Tornado)
• Wind
• Pbomb (Particle bomb causing outward force from centre)
• Path Follow (Particles follow spline)
Within the field of VFX, fire and smoke is among the most prominent uses of fluid simulations.
Fire is simulated with energetic particles with a glowing red-hot shader, while smoke is emulated
using gas simulation properties.
FIRE AND SMOKE
Fluid simulation is arguably the most common field of physics-based simulation.
Most CG VFX software is used to calculate particle motion, self-collision, and varying forms of
viscosity to portray realistic fluids.
FLUIDS
Crowd simulation is a useful tool across many varying industries.
Game Design and Cinematic VFX were some of the first industries to implement full artificial crowd
simulation to populate CG environments.
More recently, Arch Vis and Civil Engineering firms have utilised the precise nature of artificial
intelligence for crowd analysis.
This engine uses “smart” particle objects (the people) as individual particles within the simulation
engine. Each member of the crowd can contain flocking mechanisms, as well as avoidance
calculations.
CROWDS
CROWDS
3DS MAX TOOLS
03
A list of physics simulation tools
for 3DS Max.
MassFX for 3ds Max provides a toolset for adding realistic physics simulations to your project.
This plug-in emphasizes 3ds Max-specific workflows, using modifiers and helpers to annotate
the simulation aspects of your scene.
MassFX simulations use rigid bodies: objects that do not change shape during the simulation.
Also available for use in simulations is the mCloth modifier, which lets cloth objects participate
fully in simulations.
Running the simulation combines the outcome of the physics calculations with your own
predefined animations. The result displays entirely within the viewports, in real time or near-
real time, depending on scene complexity.
MASS FX
MASS FX
The Cloth modifier is the heart of the Cloth system, and is applied to all objects in your scene
that need to be part of the Cloth simulation.
This is where you define cloth and collision objects, assign properties, and execute the
simulation.
Other controls include creating constraints, interactively dragging the cloth, and erasing parts
of the simulation.
CLOTH MODIFIER
Particle Flow is a versatile, powerful particle system for 3ds Max. It employs an event-driven
model, using a special dialog called Particle View.
In Particle View, you combine individual operators that describe particle properties such as
shape, speed, direction, and rotation over a period of time into groups called events.
Each operator provides a set of parameters, many of which you can animate to change particle
behaviour during the event. As the event transpires, Particle Flow continually evaluates each
operator in the list and updates the particle system accordingly.
PARTICLE FLOW
Using Fluids, you can simulate the physical properties of such liquids as water, oil, honey, and
lava as well as replicate the effect of gravity, collisions with objects, and disruptions by motion
fields in order to achieve your desired result.
FLUIDS
OTHER APPLICATIONS
VFX is a large industry. Let’s
explore the most prominent
systems.
04
Chaos Phoenix is capable of a wide range of effects including fire, smoke, liquids, flames,
explosions, rigid body simulations, ocean waves, mist and splashes to list just a few.
Quick presets and fast setup make it easy to get started, and its powerful simulation engine
offers complete control over more complex effects.
Documentation: https://www.chaosgroup.com/phoenix-fd/3ds-max/tutorial-videos
Showcase: https://www.chaosgroup.com/phoenix-fd/3ds-max#showcase
PHOENIX FD (3DS MAX PLUGIN)
FIRE, FLUID
FumeFX is a powerful fluid dynamics plugin-in for Autodesk 3ds max, designed for simulation
and rendering of realistic fire, smoke, explosions and other gaseous phenomena.
Unrivalled in its ability to capture the subtlety and complexity of fluid gas behaviour it is
favoured among visual effects artists, game developers, visualization professionals and
everyone else who demand the utmost in realism.
Documentation: http://docs.afterworks.com/Welcome.htm
Showcase: https://www.afterworks.com/Gallery.asp
FUMEFX (3DS MAX PLUGIN)
FLUID DYNAMICS
tyFlow is an unofficial replacement for 3ds Max’s Particle Flow.
It is not merely an upgrade to Particle Flow — rather, it was created from scratch with a design
philosophy focused on squeezing as much speed and power out of modern multi-core systems
as possible. Its layout, UI and workflow are very similar to Particle Flow’s, so that anyone with
past experience using Particle Flow will have no trouble making the switch.
Documentation: https://docs.tyflow.com/
Showcase: https://www.instagram.com/_tyflow_/
TYFLOW (3DS MAX PLUGIN)
COMPREHENSIVE
Visual effects artists gravitate to Houdini because its procedural workflow is ideal for creating
sophisticated particle and dynamic simulations.
Effects are typically designed to react to actions taking place in a shot and a procedural
solution “automates” these reactions providing studios with more creative control and more
rapid turnaround.
Documentation: https://www.sidefx.com/learn/
Showcase: https://www.sidefx.com/gallery/
SIDEFX HOUDINI (STANDALONE)
COMPREHENSIVE
Marvelous Designer is a popular 3D software used by many artists to create dynamic 3D
clothing for video games, 3D art, DAZ/Poser, iClone, 3D animations, VR experiences, digital
doubles in films and more.
Also, some architects use MD to create pillows, bed covers, towels, curtains, or clothing to hang
in their closets.
Documentation: https://marvelousdesigner.zendesk.com/hc/en-us/categories/360002380252-
Tutorials
Showcase: https://www.marvelousdesigner.com/discover/cases
MARVELOUS DESIGNER (STANDALONE)
CLOTH SIMULATION
MARVELOUS DESIGNER (STANDALONE)
CLOTH SIMULATION
THANKS!
Does anyone have any questions?

Week 9 - Simulation in 3DS Max

  • 1.
  • 2.
    SIMULATION AND VFX Introductionto particle systems, forces and effectors, and physics-based modelling.
  • 3.
    SIMULATION USES 3DS MAXTOOLS A list of physics simulation tools for 3DS Max. WHAT IS 3D SIMULATION? Introduction to simulation systems for modelling and VFX. Major categories for using physics simulations LECTURE CONTENTS OTHER APPLICATIONS VFX is a large industry. Let’s explore the most prominent systems. 01 02 03 04
  • 4.
    “The CGI landscapeis another world. It has its own physical laws; it can defy gravity. But surely the wonder of cinematic space is that it is wedded to reality?” 一GEOFF DYER
  • 5.
    WHAT IS 3DSIMULATION? 01 Introduction to simulation systems for modelling and VFX.
  • 6.
    3D SIMULATION 3D Simulationis an incredibly important part of Computer Graphics. By utilising physics engines to generatively produce 3D graphics, we gain the ability to rapidly and accurately produce visual effects and simulations. These engines provide enormous potential for a broad spectrum of industries.
  • 7.
    SIMULATION USES Major categoriesfor using physics simulations. 02
  • 8.
    A broad rangeof engines exist within simulation and VFX. Each engine provides capabilities to complete one or more of the following simulations: SIMULATION USES • Soft and Rigid bodies • Forces and Effectors • Fire and Smoke • Fluid (Metablob/Particle) • Crowds
  • 9.
    Soft and Rigidbodies are generally implemented within a physics simulated animation. Rigid bodies are strong, solid forms that are unable to be impacted or moved due to physics simulation. Generally, rigid bodies are either static or pre-animated objects that are used as collision objects. Soft bodies can have a flexible skin (mesh-based) and can both change shape and physical location due to animated impact. SOFT AND RIGID BODIES
  • 10.
  • 11.
    Space warps create"force fields" that deform other objects, creating the effect of ripples, waves, blowing wind, and so on. Space warps are nonrenderable objects that affect the appearance of other objects. Space warps behave somewhat like modifiers, except that space warps influence world space rather than object space, as geometric modifiers do. Some common Forces are: FORCES AND EFFECTORS (SPACE WARPS) • Gravity • Vortex (Tornado) • Wind • Pbomb (Particle bomb causing outward force from centre) • Path Follow (Particles follow spline)
  • 12.
    Within the fieldof VFX, fire and smoke is among the most prominent uses of fluid simulations. Fire is simulated with energetic particles with a glowing red-hot shader, while smoke is emulated using gas simulation properties. FIRE AND SMOKE
  • 13.
    Fluid simulation isarguably the most common field of physics-based simulation. Most CG VFX software is used to calculate particle motion, self-collision, and varying forms of viscosity to portray realistic fluids. FLUIDS
  • 14.
    Crowd simulation isa useful tool across many varying industries. Game Design and Cinematic VFX were some of the first industries to implement full artificial crowd simulation to populate CG environments. More recently, Arch Vis and Civil Engineering firms have utilised the precise nature of artificial intelligence for crowd analysis. This engine uses “smart” particle objects (the people) as individual particles within the simulation engine. Each member of the crowd can contain flocking mechanisms, as well as avoidance calculations. CROWDS
  • 15.
  • 16.
    3DS MAX TOOLS 03 Alist of physics simulation tools for 3DS Max.
  • 17.
    MassFX for 3dsMax provides a toolset for adding realistic physics simulations to your project. This plug-in emphasizes 3ds Max-specific workflows, using modifiers and helpers to annotate the simulation aspects of your scene. MassFX simulations use rigid bodies: objects that do not change shape during the simulation. Also available for use in simulations is the mCloth modifier, which lets cloth objects participate fully in simulations. Running the simulation combines the outcome of the physics calculations with your own predefined animations. The result displays entirely within the viewports, in real time or near- real time, depending on scene complexity. MASS FX
  • 18.
  • 19.
    The Cloth modifieris the heart of the Cloth system, and is applied to all objects in your scene that need to be part of the Cloth simulation. This is where you define cloth and collision objects, assign properties, and execute the simulation. Other controls include creating constraints, interactively dragging the cloth, and erasing parts of the simulation. CLOTH MODIFIER
  • 20.
    Particle Flow isa versatile, powerful particle system for 3ds Max. It employs an event-driven model, using a special dialog called Particle View. In Particle View, you combine individual operators that describe particle properties such as shape, speed, direction, and rotation over a period of time into groups called events. Each operator provides a set of parameters, many of which you can animate to change particle behaviour during the event. As the event transpires, Particle Flow continually evaluates each operator in the list and updates the particle system accordingly. PARTICLE FLOW
  • 21.
    Using Fluids, youcan simulate the physical properties of such liquids as water, oil, honey, and lava as well as replicate the effect of gravity, collisions with objects, and disruptions by motion fields in order to achieve your desired result. FLUIDS
  • 22.
    OTHER APPLICATIONS VFX isa large industry. Let’s explore the most prominent systems. 04
  • 23.
    Chaos Phoenix iscapable of a wide range of effects including fire, smoke, liquids, flames, explosions, rigid body simulations, ocean waves, mist and splashes to list just a few. Quick presets and fast setup make it easy to get started, and its powerful simulation engine offers complete control over more complex effects. Documentation: https://www.chaosgroup.com/phoenix-fd/3ds-max/tutorial-videos Showcase: https://www.chaosgroup.com/phoenix-fd/3ds-max#showcase PHOENIX FD (3DS MAX PLUGIN) FIRE, FLUID
  • 24.
    FumeFX is apowerful fluid dynamics plugin-in for Autodesk 3ds max, designed for simulation and rendering of realistic fire, smoke, explosions and other gaseous phenomena. Unrivalled in its ability to capture the subtlety and complexity of fluid gas behaviour it is favoured among visual effects artists, game developers, visualization professionals and everyone else who demand the utmost in realism. Documentation: http://docs.afterworks.com/Welcome.htm Showcase: https://www.afterworks.com/Gallery.asp FUMEFX (3DS MAX PLUGIN) FLUID DYNAMICS
  • 25.
    tyFlow is anunofficial replacement for 3ds Max’s Particle Flow. It is not merely an upgrade to Particle Flow — rather, it was created from scratch with a design philosophy focused on squeezing as much speed and power out of modern multi-core systems as possible. Its layout, UI and workflow are very similar to Particle Flow’s, so that anyone with past experience using Particle Flow will have no trouble making the switch. Documentation: https://docs.tyflow.com/ Showcase: https://www.instagram.com/_tyflow_/ TYFLOW (3DS MAX PLUGIN) COMPREHENSIVE
  • 26.
    Visual effects artistsgravitate to Houdini because its procedural workflow is ideal for creating sophisticated particle and dynamic simulations. Effects are typically designed to react to actions taking place in a shot and a procedural solution “automates” these reactions providing studios with more creative control and more rapid turnaround. Documentation: https://www.sidefx.com/learn/ Showcase: https://www.sidefx.com/gallery/ SIDEFX HOUDINI (STANDALONE) COMPREHENSIVE
  • 27.
    Marvelous Designer isa popular 3D software used by many artists to create dynamic 3D clothing for video games, 3D art, DAZ/Poser, iClone, 3D animations, VR experiences, digital doubles in films and more. Also, some architects use MD to create pillows, bed covers, towels, curtains, or clothing to hang in their closets. Documentation: https://marvelousdesigner.zendesk.com/hc/en-us/categories/360002380252- Tutorials Showcase: https://www.marvelousdesigner.com/discover/cases MARVELOUS DESIGNER (STANDALONE) CLOTH SIMULATION
  • 28.
  • 29.