Shade 12. Plugins
Standard and Pro Only
Generating Smoke or Flame
You can use the following steps to create smoke rising from a burning source.
1 From Toolbox, select Create > Plugins > Particle Physics > Particle Emitter.
2 Drag within the Viewport to create the source.
3 If the settings for drawing particles have not yet been made, a dialog is displayed. Click OK.
4 Switch the workspace to Animation and preview the smoke generation animation with the Play button of the Motion window. Alternatively, check the animation by advancing the sequence position while operating the sequence cursor.
5 From Browser, select the root part then do a test render to see that the smoke is rising correctly. If you perform rendering on the still image, you must set the sequence to greater than 0.
6 Add color to the smoke in Set Particle Attributes. Select the emitter [Emitter - Particle Physics] part (1) and, from the Attributes popup menu (2), select Particle Emitter Settings... (3).
7 From the Particle Emitter Settings window, click the Animation tab and then click each marker of the smoke generation position, middle position, and end position. Then, set a color in the color box.
8 Click the OK button and then check the result obtained through rendering.
9 Overlap the emitters to represent a frame. Copy emitter [Emitter - Particle Physics] onto the same position.
10 Select the element copied in Browser, select Particle Emitter Settings... from the Attributes popup menu, click the Effects tab of the Particle Emitter Settings window, and then check Blend Glow.
11 Render your image to produce something that looks like this.
12 Perform rendering, including the original emitter, to represent flame and smoke.
13 Place a colored point light in the root of the emitter and add effects of Receive Light (1) and Drop Shadow (2) to the first emitter. In this way, you can create a more realistic scene.
This function prevents the rendering of the smoke that is generated with the particle physics.
1 From Browser, place particle (particle billboard) [Billboard - Particle Physics] outside the emitter [Emitter - Particle Physics] part. Or, simply delete it.
Generating Water Objects
This function uses the particle physics to represent water, bubbles, or any object, in much the same way as smoke. The MetaParticle function used in this example is only available in Shade Professional.
1 Create Particle Emitter in Particle Physics and then extinguish the smoke through the Extinguishing smoke procedure before starting work.
2 From Particle Physics, select Meta Particle.
3 Drag in the Viewport to create a meta particle. The position and size of the meta particle are not related to the water generation position or size.
4 Insert particle [metaparticle - Particle Physics] created in Browser into the emitter [Emitter - Particle Physics] part.
5 When you move the sequence position, meta particles are generated by the emitter.
6 Perform a draft render to check how the meta particles flow.
7 To create transparent water, set the transparency surface attribute for the meta particle.
8 Similarly, insert the object into the emitter part to generate that object.
On the Browser, insert any object (Umbrella Part here) into the emitter [Emitter - Particle Physics] part.
9 From Browser, select Umbrella Part and then select Physics Settings... from the Attributes popup menu.
10 In the Particle Physics Settings window, set Box in Basic Shape (1) and then set Air in Material (2). In Collision Detection, check Collision Detection and Collision detection of Particles:.(3).
11 In the Motion window, if you move the sequence position, box-shaped meta particles are generated.
12 Perform rendering to confirm the result.
Generating Particles from an Object
This function generates particle elements from an object surface.
1 Delete the billboard, from the previous example, then prepare the emission source where you input meta particles into the emitter, and then insert the object into the objects part. In this example, we will insert a polygon mesh created with MagicalSketch.
2 From the Motion window, advancing the sequence position (1) generates particles from the polygon mesh.
3 Since particles have been dropped, open Physics Settings... of meta particles. Set Material to Custom (1) and negative value -0.5 to Mass density (2) to create rising particles instead.
4 Advance the sequence again to confirm that the particles are rising.
5 Setting the number of particle generations and the surface attributes allows you to represent bubbles that are being generated from rocks.
You can create tornadoes that are swirling and rising from a source.
1 From Toolbox, select Create > Plugins > Particle Physics > Particle Emitter to create a particle generation source.
2 From Toolbox, select Create > Plugins > Particle Physics > Tornado Wind.
3 Drag to create the area to be influenced by the tornado.
4 Preview the created area to confirm tornado generation.
Drawing in Smoke in the Direction of Gravity
This function applies a gravitational force and a range of influence in which the smoke will be drawn in to a contained area.
1 From Toolbox, select Create > Plugins > Particle Physics > Particle Emitter to create a particle generation source.
2 From Toolbox, select Create > Plugins > Particle Physics > Particle Physics > Gravitational Pull.
3 Drag and create the area to be influenced by gravity.
4 Preview the created range to confirm that smoke is being drawn in the direction of gravity.
Making Objects Collide with One Another
This function arranges multiple objects and performs physical settings such as rolling, colliding, and rebounding, often referred to as collision detection.
1 From Toolbox, select Create > Plugins > Particle Physics > Physical object initialization.
2 Insert the object to be subject to the physical setting in the physical [physical - Particle Physics] part. Here, let's prepare a floor, a slope, a rolling sphere, and three building blocks.
3 From Browser, select each object, open Physics Settings... from the Attributes popup menu and make the physical settings. To fix the floor and slope within the scene, uncheck Receive Force (1). Set Basic Shape to Box (2) and Material to Wood (3).
For the three building blocks, set Basic Shape to Box (1) and Material to Wood (2).
For the sphere, set Basic Shape to Sphere (1) and Materialto Wood (2).
4 While previewing the result, you can confirm the animation from the physics object where P is written on the wireframe.
5 Render the animation, confirm that the sphere rolls down the slope, strikes the blocks, and then falls onto the floor.
Standard and Professional Only
Creating Parted Hair
Using Hair Salon and the Mirror tool, you can create realistically parted hair.
1 Select the target object on which the hair is to be created. From Toolbox, select Create > Plugins > Hair Salon > Generate Hair and open Hair Salon.
2 The Grow Tool button has been selected (1). Trace the sphere as is to create Guide Hairs (2).
3 Select the Mirror button (1), click Symmetrical Axis Specification (2) and then drag and specify that the portion as a hair part (3).
4 Using the Dryer button (1), style one side of the sphere to create a hair part (2). The mirrored portion is simultaneously styled, but in the opposite direction.
5 Select the Mirror button (1) and then click the Symmetrical Guide Substantiation button to perform substantiation (2).
6 Complete the styling by performing any final edits, such as deleting any unnecessary parts.
Creating a Layered Hair Style
You can perform partial styling through selection and layer separation.
1 Click the Select button (1), drag on to the hair guide, and then select the portion to be styled with the range circle (2).
2 Click the + button (1) to assign the selected portion to a layer or group.
3 Repeat the procedure to create multiple layers.
4 Select a layer for styling.
Cutting Long Hair
Using the Remove hair button, you can adjust the amount on a hair guide.
1 Select the Remove hair button (1), adjust the Selection Size to a somewhat larger size (2), adjust the strength with Strength of the Remove Tool group (3) and then gradually drag the portion where hair amount is to be reduced (4). Here, let's set Selection Size to 0.7 and Strength to 0.3.
You can perform hair styling with either a straight line cut or freehand cut by checking or unchecking the Freehand checkbox.
1 The model is turned, with the left side turned to the front.
2 Select the Cut hair button (1), uncheck the Freehand checkbox (2) , and then drag across to perform cutting (3).
3 Next, check the Freehand checkbox (1) and drag in a zig-zag motion, so as to cut hair into a shaggy, natural style (2).
Lifting and Styling Hair
Using the dryer, you can lift up flattened hair or malformed hair on an object.
1 The following shows hair styling where the hair sticks to the scalp where the hair is shorter.
2 Select the Dryer button (1) and then set Selection Size to a somewhat larger size (2). Here, let's set 1.0. Lift up the hair slightly while dragging in the upward direction (3).
3 Rotate the model and repeat the procedure to adjust the overall hair volume.
Avoiding Hair Dents on the Scalp
You can use collision detection for objects on which the hair is growing, perform hairstyling again,and then correct any hair dents on the object. Hair collision detection is only available in Shade Professional.
1 If you perform hairstyling without setting collision detection, hair may enter into the area of the object.
2 Select the Detect Collision button (1) and then check the Collision with Object checkbox to set Collision Distance (2). Here, let's set 30.
3 Select the Gravity button (1). Check the Use Gravity checkbox (2) and click the Apply button to remove the dents (3). You may have to click the Apply button several times.
Arranging the Length of Short Hair
In the previous sections, we styled long hair into a shorter, more natural style. We will now cut hair to a fixed-length short cut, using the Arrange button.
1 Select the Detect Collision button (1) and then make the Boundary Settings to cause the roots of the hair to rise up(2). Here, let's set 50.
2 Perform hair styling using the somewhat long hair guide.
3 Select the Arrange button (1) and then drag the hair guide to cut the hair to a fixed-length (2). Here, Hair Length has been set to 300.
Combing Hair for Flow and Tip Creation
sing the Comb button, you can bring together large hair flows and create hair tips.
1 Select the Comb button (1). Set Strength to a weak setting and Selection Size to a large value (2) to represent the overall hair flow (3). Here, let's set Selection Size to 0.5 and Strength to 0.2.
2 Reduce the Selection Size setting (1) and bring the hair tips together (2). Here, let's set 0.1.
Creating Fluffy Hair and Hair Borders
Using the Fur mode setting of Hair Salon, you can set the hair thickness and density to represent downy hair and hair borders.
1 Select the downy hair guide (1). Click the Fur Mode button to switch to Fur mode (2), select the Hair Color and Thickness button of the Fur Operations tab (3), and then set Thickness of Root to 1.0 (4).
2 Similarly, select the Hair Density button of the Fur Operations tab (1) and paint and set the growing density (2). Here, the growing density has been painted gradually and separately within a range of 0.6 to 0.3.
3 The hair in the hair part has turned to downy hair.
Coloring Hair Areas
You can perform partial coloring using the Hair Color and Thickness button of Fur mode.
1 Select the color change hair guide (1). Click the Fur Mode button to switch to Fur mode (2), select the Hair Color and Thickness button of the Fur Operations tab (3) and then set the root color and hair-tip color in Hair Color and Thickness (4). Here, red has been set for the root.
Creating a Tortoiseshell Style
Using the Root Color button of Fur mode, you can represent the speckle patterns that look like those of a tortoiseshell cat.
1 Click the Fur Mode button to switch to Fur mode (1), select the Root Color button of the Fur Operations tab (2), select a color in the Color color box (3), and then paint the object (4).
2 When you have created the hair guide, the painted color becomes the color of the root.
Creating a Punk Hair Style
Using the Hair Length button of Fur mode, you can represent a pruning hair style.
1 Click the Fur Mode button to switch to Fur mode (1), select the Hair Length button of the Fur Operations tab (2), set the hair length in Length (3), and then paint the object (4). Here, the object has been painted with the 0.3.
2 Once you have created the hair guide, the painted length becomes the length of the hair.
Lengthening Selected Portions of Hair
Using the Lengthen Tool button, you can extend the length of the selected part of the hair guide or that of the entire hair guide.
1 Select the hair guide to be extended (1), select the Lengthen Tool button (2), and then set Hair Length (3). Here, let's set 100.
2 Click the Lengthen Selected Hair button. Each time you click the button, the hair guide is extended by the specified length.
Moreover, by dragging the hair guide, you can extend it to the dragged form.
Using the Wave button, you can create natural and unnaturally curly hair.
1 Select the hair guide to be curled. (1). Select the Wave button (2) and then set the size of the brush in Selection Size.
2 Drag and curl the hair guide toward the root of the hair guide.
3 Complete the curled hair while adjusting the brush size and drag time.