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TUTORIALS | Pyrokinetic effects

LIGHTWAVE 3D

Fire at your fingertips


Running into a dead end is no fun at all, so it helps if you have the power of LightWave 3D at your fingertips to
blast a hole in the wall. We show you the best way to generate the necessary superheroic VFX BY BENJAMIN SMITH

O
ne of the best bits in superhero movies such track a 3D model of a hand into the scene, which will then serve
FACTFILE as Hellboy and the X-Men series is where as an emitter for particles that will lap around the hand and spiral
a character has the ability to cause fire to upwards. Volume HyperVoxels will enable us to render the particles
FOR
LightWave 3D 8+ spew forth from their hands before hurling an as an ethereal blue flame, and we’ll use After Effects to composite
DIFFICULTY almighty flaming ball at their nemeses. It’s certainly a handy the render back into the background footage, enhancing it a little to
Intermediate / Expert superpower, and we can only hope that these people are fit the scene better.
TIME TAKEN sensible enough to ask someone else to fill their car up at the Most of the actual work will be done with LightWave’s particle
2-10 hours petrol station. In this tutorial, we’ll show you the safe way to tool, ParticleFX, and since we’ll be using collisions, calculating the
ON THE CD recreate this fantastic ‘pyrokinetic’ effect. simulation will probably be quite slow and somewhat unstable. For
• Full-size screenshots Helping us with the drama is a lovely mademoiselle, who has this reason, we strongly suggest saving the scene as my_scene_
• Background footage
gleefully posed for a brief video clip, running down a deserted v001.lws and using the Incremental Save feature to save a new
• LightWave scene files
• Finished shot corridor and screeching to a halt before summoning up her dark version every few minutes.
powers and throwing a powerful blue thunderbolt – presumably at
ALSO REQUIRED
A compositing program someone who’s stolen her jar of Nutella. [Pardon? – Ed.] Benjamin Smith is Creative Director of Red Star Studio, a digital
such as After Effects The visual effects, of course, step in where our heroine’s powers film production company. Sadly, his own superpowers are
end: creating the fireball and the wisps of blue flame that spring limited to leaping tall kittens in a single bound.
from her palms as her power builds. We’ll use LightWave 3D to www.redstarstudio.co.uk

060 | 3D WORLD February 2006


Pyrokinetic effects | TUTORIALS

STAGE ONE | The background plate and initial scene

Locate the Fireball folder on this issue’s CD and copy From the Compositing tab on the Effects panel, Set the Camera Zoom to something like 4.3 (roughly
01 it to your computer. Inside, you’ll find a JPEG image 02 set the plate as the Background Image. In the 03 a horizontal field of view of 35 degrees), and move
sequence that makes up the background plate for Display panel [D], set the Camera View Background it to about 1.5m in Y. Rotate it so the horizon and
the shot, as well as a lo-res QuickTime movie. Load LightWave to Background Image. Set the scene’s end frame to 320 and perspective in the grid approximates that in the plate.
Layout, set the content folder to Fireball > lwcontent and, scrub the Time Slider to see our heroine go through her
from the Image Editor, load the plate image sequence. Make motions in the Camera view.
sure the start frame is set to 1 and not 0.

STAGE TWO | Rotoscoping the 3D hand

To create fire flying from our model’s hand, we’ll Load hand.lwo into Layout, convert the bones layer Start at frame 220. Position the root bone over
04 need to rotoscope a 3D hand over her own and use 05 to Skelegons and set the hand geometry to use 06 her wrist (you can see her watch, which is a useful
it as an emitter for particles. Enter Modeler and load these bones to deform. You can now move and guide) and rotate Bone01(7) to flex the hand into
hand.lwo from the Objects folder. This is a generic hand rotate the tiny root bone of the hierarchy to match the position. You can roughly select and rotate the finger bones
model with a simple skeleton already set up. position of the model’s hand. into position, too.

EXPERT TIP i
View the whole frame
With the 3D hand superimposed
over our heroine’s own hand, it’s
hard to see what she’s doing with
her fingers. Refer to the background
image by going into the Image
Editor, making sure Use Layout
Time is on and double-clicking the
thumbnail image sequence. The
current frame opens.
Since playback of the scene is
jerky with the plate loading in the
Step forward 10 frames and move the hand to keep Once you’ve got the position of the hand roughed
background, make a preview if you
07 it loosely in position. Repeat this at each 10-frame 08 out in 10-frame intervals, you can go back and
need to watch the animation back to
interval throughout the sequence, so the animation fine-tune the position of the fingers to match the
check it. Alternatively, just load the
is blocked out. The tricky bit comes around frames 250-280, live action. You can then start filling in keyframes where
fireball_roto.lws scene from the CD
where she pulls her hand back and shoots it forward. Make necessary between the 10s, so the 3D hand remains locked
to get to this stage.
sure you move the hand back and forth in Z enough so that it over the live action throughout the shot.

scales with perspective.

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TUTORIALS | Pyrokinetic effects

STAGE THREE | Adding the particles

With the hand nicely rotoscoped, you can start Shrink the second copy of the hand by a few In the ParticleFX panel, the Nozzle should already
09 adding some particles. In Modeler, select the hand 10 millimetres and name this layer ‘Collision’. Both 11 be set to Object-Surface. Set the Birth Rate up to
object, then copy and paste it twice into two other layers are automatically added to Layout, and you 500, the Particle Limit to 2,000, activate Fixed and
layers. In the first layer, delete the polygons around the wrist just need to set them to use the bones from the Skelegons set the Start Frame to 180. Hit either the Calculate button on
and use the Smooth Scale tool to expand the hand by about layer to animate them. From the hand_emit object’s the Dynamics tab or bring up the FX Browser (Utilities >
3mm. Name the layer ‘Emit’. Properties panel, add FX_Emitter on the Dynamics tab. Plugins (Additional) > FX Browser) and choose Start.

EXPERT TIP i
Don’t move!
LightWave 3D 8.3 locks up the
computer while simulating particles,
so once you’ve pressed Start or
Calculate, it’s important not to touch
anything else in the program, or to
try to switch to another application
or process. This will crash LightWave,
so resist the temptation to check
your email! You can quit the particle
simulation by pressing [Ctrl] for a
few seconds if you really need to
The trail of particles looks great, but it should really Where particles are born under the hand, they now
do something else. Thankfully, this
bug has been fixed in LightWave 12 drift upwards. Add a Dynamics Gravity object and 13 immediately pass through it upwards under ‘gravity’,
simulate again to see the particles drift up. You can so we won’t get any fire lapping around it. To resolve
8.5, which also has a handy progress
add some randomisation by setting variations on Weight and this, select the hand_collide layer. On its Properties panel’s
slider for dynamics calculation on the
Resistance with the +/– fields on the emitter’s Particle tab, as Dynamics tab, apply FX Collision and open its panel.
FX Browser.
well as a tiny bit of Vibration on the Motion tab.

Set the type to Object-Subdiv and Bounce/Bind Once the fire has started burning from the model’s Add a null and call it parented_to_bone. On its
14 power to 100. Simulate again and this smaller 15 hand, it shoots upwards and away. We want it to 16 Motion panel, add the Follower plug-in and set Item
collision hand will repel the particles created just spiral in an organic, flame-like way, so we’ll add To Follow to be a suitable bone in the hand’s palm.
outside its surface by the slightly bigger emitter hand, a couple of Wind objects to propel the particles. However, Turn on World Coordinates and turn off the HPB rotate and
causing them to lap around the main hand. You can set we want these effects to be located around the middle of XYZ scale options (by setting Source to None). The null will
Roughness in the Collision panel to 50% for variation. the hand. now follow the position of the hand, but will remain oriented
vertically (because it isn’t inheriting rotations).

062 | 3D WORLD February 2006


Pyrokinetic effects | TUTORIALS

STAGE THREE (Continued) | Adding the particles

Add a Wind, call it spiral_wind and parent it to the Add another Wind, call it vertical_wind and again Add another Wind and call it turbulence_wind.
17 parented_to_bone null. Set the Wind mode to 18 parent it to parented_to_bone. Set this Wind’s mode 19 Leave it at the origin and, on its panel, set Mode
Rotation(Y), the Radius to 150mm and Spiral to Cylinder-Explosion, its Radius to 250mm and to Turbulence and turn off Falloff. Use the Vector
Amount to 100%. Simulate and you’ll see the particles rise Power to –50%. Simulate and you’ll see that this Wind causes tab to set the Turbulence Size XYZ to 500mm and make
with a slight spiralling motion. You could turn this Wind off the particles to be sucked inward toward the middle of a Turbulence Vector X 1m. This Wind adds a random motion
(tick the box next to FX_Wind in the Dynamic tab) to see the cylindrical effector, so they seem to rise in a column without that helps to add more organic twists.
results of other Winds without being affected by this one. spreading out so much.

Load particles_final.lws to see the final particle We found that we had to turn the collision with We also created the actual fireball, which is
20 animation created for the shot. We applied a few 21 hand_collide object off at certain points (like when 22 straightforward compared to the trail of fire – a
more tweaks to add some extra detail and to fix any the hand moves violently through the frame) to particle emitter simply shoots out of our character’s
problems. We also animated the emitter’s Birth Rate so the prevent particles bouncing around like crazy. Add an envelope hand at the appropriate moment, leaving a trail of particles
fire cuts off once the fireball is released, and added a little to the Bounce/Bind power, and keyframe it down to 0% if you that are rendered with HyperVoxels.
random variation during the rest of the shot. experience any strange behaviour.

STAGE FOUR | Render settings for HyperVoxels

In the HyperVoxels panel, activate the You can use the Preview pop-up in VIPER to create It may take some tweaking to get the HyperVoxels
23 hand_emitter layer, set Object Type to Volume 24 a lo-res preview to check how the effect looks in 25 looking really good, and the render time for the
and open VIPER to render a quick particle preview. motion. Particles tend to pop into and out of sequence can be quite long. You can load the
On the Geometry tab, set Particle Size to about 40mm and existence, so you can use Gradients to control and refine the fireball_finished LightWave scene from the 3D World CD to
Variation to 50%. On the Shading tab, set Color to a suitable effect. Apply a Gradient on the Particle Size, set to Particle see our final settings..
shade of blue, Opacity to 25% and Thickness to 5%. Age (so the particles are 0 per cent when they’re born), scale

On the HyperTexture tab, choose the Crumple texture. up really quickly and scale down as they get older.

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TUTORIALS | Pyrokinetic effects

STAGE FIVE | Compositing in After Effects

In After Effects (or the compositing package of Now copy and paste the fire layer, select the lower You can duplicate the fire layer again and apply a
26 your choice), start a new composition at 640x480 27 layer and apply a Blur filter to it. Blur it by about 28 Brightness/Contrast tool to darken it until only the
(square pixels) and 25fps. Import the background 100 pixels until you have a vague blue blob, and brightest areas of the scene remain. Blur this and
image sequence and the rendered fire element, layering the then set the Layer Blending mode to Screen. This will add a layer over the original with the Blending mode set to Screen.
render over the background (remember that the render only blue halo around the fire, so it seems to light up the screen This creates a highlight glow that seems to spill around the
begins at frame 170). and nearby objects. edges of the model’s fingers.

The background video is extremely noisy (it was


29 shot in low light), whereas the rendered fire is
totally clean. Add a Noise filter into the fire effect
using its Alpha channel as a mask, and match the noise
against our model’s dark surroundings.

We also added camera shake to the final shot. As always with a composite, it’s the extra touches for this effect (pictured above), we used the excellent Knoll
30 Create a new composition and drag the first 31 at the end that really help to sell the final result. If Lens Factory suite of plug-ins to make a really impressive
composition into it. You can now expand the you look at the final_shot.mov on the CD, you’ll flare that sends reflections across the shot. Alternatively, you
motion options for the clip in the composition, scale it up notice that we’ve added a few extra sweeteners to this could create this kind of effect by parenting a light to the
a tiny bit and add keyframes for position and rotation to scene, such as the lens flare that comes from the fireball fireball emitter in LightWave, turning on Lens Flares to
simulate shake. when it’s at its peak intensity. After Effects has a standard render it as a separate pass, and then compositing it in. All
Photoshop-like lens flare generator that works just fine, but of these methods will produce a great finishing touch. ●

064 | 3D WORLD February 2006

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