Part 4 of the 'Impact Explosion" tutorial.
In this tutorial, you will apply a fireball to an object. The techniques here are a variation of the one in the first explosion tutorial.
| With the file still open, you will want to
"Select All" and set the attributes of the objects to "Locked".
Doing this will prevent the objects from accidentally being selected and moving them out
of place. Before you set an object to "locked", be sure that it is in the correct place. It can be quite a pain to remove the "locked" attribute from an object in a large scene. |
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| Once this is done, go to solo mode. Next create a sphere and apply the fire material to it. Remember to turn off cast and receive shadows for it. (This part is just like what you did in the building explosion.) |
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| Multireplicate the sphere and then do a
3D disperse/size.
I created 20 replicates. Don't get carried away with how many you create. If you do, your scene will take forever to render |
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| Create another sphere and apply a cloudish texture to
it. Remember to turn off cast and receive shadows for it. |
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| Multireplicate the sphere and then do a
3D disperse/size. Remember that short bursts of this effect will provide a superior result than one long one. Again I created 20 replicates. |
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| Select all the spheres and group them. | ![]() The grouped cylinders (still in solo mode) |
| Return to your scene. Position the group so that it intersects your one of the "shots" in your scene. |
![]() Side view of the sphere group positioned to intersect with one of the shots. |
While it is still selected:
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![]() Side view of the result. |
| Set the sky to the preset
"Black" and do a test render. Remember that you may need to reposition (or even delete) some odd looking smoke/fire effects. Just ungroup the spheres and reposition/delete the bad spheres. |
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![]() The result |
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The same effects used in the first explosion tutorial were used here. By all means, remember not to get carried away with the number of smoke/fire spheres you use for your scene. The more you use, the longer it will take to render. However, if you don't use enough, obvious material errors will be present.
Be sure you remember to turn off receive and cast shadows for your explosion spheres. Notice that many of the rough edges visible in the part 3 are now obscured.
This is not meant to be an all inclusive instruction on every possible way to have made the final image or produce the desired results. Bryce offers zillions of wonderful ways to replicate, multireplicate, reposition, etc. in its powerful interface. Experiment!
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