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This freeware package of plug-ins, written by Peter Watje, is based on algorithms developed by Rolf Berteig, the creator of the Combustion/Fire Effect module. With Peter's permission, we have included these modules on the companion CD-ROM in the \Plugins\Combusion Stuff\ folder. To use these plug-ins, simply copy them to the \3dsmax4\plugins\ folder and restart 3ds max.
Tip | Put plug-in modules in separate sub-folders under the one quoted above and include their paths in the plugin.ini file. For example:
[Directories] … watje=E:\3dsmax4\plugins\watje … This allows us to easily disable the plug-ins we do not intend to use by simply inserting the comment symbol (";") at the beginning of the lines containing the unnecessary paths. If you only want to use a module from time to time, you can also load it with the Plug-in Manager (Main menu à Customize à Plug-in Manager à Load). |
Figure 21.3: Applying the Particle Combustion effect (a), and how it looks after rendering (b)
Now, let's consider one of these plug-ins, namely, Particle Combustion, in more detail. As is evident from its name, this plug-in uses a particle system as a gizmo. Thus, to use this module, proceed as follows:
Create a particle system of any type.
Add the Particle Combustion atmospheric effect to the scene and select the particle system as a gizmo (Fig. 21.3, a):
Main menu à Rendering à Environment à Atmosphere à Add
Particle Combustion Parameters à Pick Object à select the particle system
Go to frame zero and render the Perspective viewport (Fig. 21.3, b).
Its parameters are a lot like the built-in Fire Effects module, but we will only mention one of its uses — backlighting. Simply include the appropriate light sources in the list of objects.
It runs rather slow and, in contrast to AfterBurn and PyroCluster plug-ins, looks a bit rough. However, the results are decent (Fig. 21.4) and it is absolutely free.
Figure 21.4: Example illustrating the Particle Combustion plug-in
The Vertex Combustion and Object Combustion plug-ins, respectively, use object vertices and internal volume as the gizmo. They are set in a way similar to Particle Combustion, with only a few insignificant differences.
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