mcjJet is a script for Daz Studio
that lets you create steam and smoke effects
mcjJet 2 adds color-ramp effects and better face-the-camera handling
for complicated and richer effects search the Daz3d.com store for the word "particles"
http://www.daz3d.com/i.x/search/searchsub/?_m=d&sstring=particle
and the vendor "Nerd3D"
http://www.daz3d.com/i.x/search/searchsub/?_m=d&sstring=nerd3d
Version 6 11 Nov. 2019 3:33am - now supports Uber ( Emission Color instead of Ambient Color and Cutout instead of Opacity
Version 5 May 5th 2015 3 pm the Daz Studio version >4.5 now works with "instances" as long as they are parented to a node re-named Billboards
Version 4 Sep 18, 2014, 6:34 PM
Version 3 Sep 18, 2014, 6:28 PM
Version 2 Sep 4, 2014, 11:47 AM
Version 1 Sep 4, 2014, 10:52 AM
the Zip file is found at the bottom of this page under the name mcjJet2.zip
unzip it in your daz content folder
typically this means
C:\Program Files\DAZ\Studio\content\
or sometimes
C:\Users\YOURNAME\Documents\DAZ 3D\Studio\My Library\
you will also need some mcjBillboards figures which you can obtain here:
https://sites.google.com/site/mcasualsdazscripts3/mcjbillboards
note : mcjJet2 distributed before Sept 18 2014 is only usable with the standard Billboards figure
The new mcjJet versions should work with any figure ( like the mcjBillboards2 figure )
as long as each "bone" has its own material ( 90 materials for a 90-panels billboard figure )
mcjJet2 for DS 1, 2, 3 was not affected by this issue
As of Sept 18 2014 there's new billboard figures here :
https://sites.google.com/site/mcasualsdazscripts4/mcjbillboards2
- Load a billboards figure ( Content/Figures/mcasual )
the billboard figures contains little textured planes which we will call "puffs"
- select a node in the scene which will be the location of the jet, or the "emitter"
in this example we'll select the blue cylinder,
( Create / Primitives / Cylinder / Height 1 meter / Diameter 1cm )
Launch the mcjJet Script found in Studio/Scripts/mcasual
lets go through the interface from the top left to the bottom right
- Billboard figure or group
lets you select which puffs figure will be used, in the event you loaded many billboards figures in your scene
( advanced users : mcjJet considers all objects labeled *billboards* as valid billboards figures
( you could create a null , rename it to "100billboards" and parent many objects to it )
you could load five 50billboard figures to get 250-puffs effects
- Type of Jet
you can select the shape of the area which the puffs will be launched
Point
line
square outline
filled square
cube (filled)
circle outline
filled circle
sphere (surface)
filled sphere
- Jet width / diam in cm
here you can specify the width/height/diameter of that area
- Jet Spread Angle in Degrees
the puffs are projected according to the direction of the emitter, in our example, the blue cylinder points up, so the puffs go up.
but the direction of the puffs is allowed to deviate from this axis by an angle between 0 degrees and 180 degrees
spread: 7 degrees
( narrow projection cone )
spread: 90 degrees
( hemispheric projection )
spread: 180 degrees
( projection in all directions )
- Puffs fade out at end of life
when this is check-marked, the puffs will appear with 100%opacity and just before they disappear they will have an opacity of 0%
- Loopable
mcjJet recycles the 50 puffs, if you check-mark 'loopable' each particle will always be shot from the same location.
So you can render animations with 50 or 100 or 200 frames that will loop with great accuracy
- Pre simulate
if this is not check-marked, the effect will start with one puff being emitted, then another ... until the 50 puffs are active. If you check-mark this, mcjJet
start the smoke effect with all 50 puffs in movement
- Delete all the puffs opacity keyframes
To get the fade-out effect, mcjJet animates the Opacity channel of the puffs, this is your chance to delete those keyframes.
- Scale of puff at birth , Scale of puff at extinction
the factor by which the puffs are inflated as they go through life. Note thet the standard puffs are 10cm in diameter
- Start frame, End frame
the range of frames where the effect is animated. Note that even if there's 50 puffs being animated, only one keyframe per frame is created, so it's not too cpu intensive
- Load settings, Save settings
lets you store and retrieve most of the settings in a text file
- Create animation
mcjJet creates the puffs animation according to those settings
Movin around
To avoid incomprehensible effects, the billboard figure root node should be left alone, not moving at all.
but the emitter node, the cylinder in our example, can move and produce very cool effects
Burst mode, pixie dust effect
a delay, followed by a burst of particles.
then particles fade away or shrink/expand
the burst mode is obtained by
not check-marking the "Loopable" check-box
not check-marking the "Pre-Simulate" check-box
The Default settings button
will restore the script to its "factory settings"
Also, when you exit the script, your settings are saved.
You get them back the next time you open the program
Re-Orient billboards option : Automated camera-facing
- no re-orientation
the particles orientation is not modified
- face the camera straight on
the particles are kept parallel to the camera plane
- face the camera but standing vertically
like a billboard trees for example
NEW
- As emitted and face the camera
the billboards are primarily oriented along the emission path
then we spin them so they face the camera, as best as they can
NEW : Color Ramps
The Opacity / Diffuse / Ambient color ramps are used only if their corresponding check-boxes are check-marked
At the start of the particle's "life" the left-most color/opacity is used,
At the end of the particle's "life", the right-most color/opacity is applied
If you installed the script properly, there's a few color-ramps in a folder named mcjColorRamps
it's in the same folder as the script itself.
You can create and use your own color ramps, provided they are 256 pixels wide and in jpg format.
New Billboards
As before there are alternative opacity maps / color maps for the billboard figures
they are located in YourDazContentFolder/Runtime\textures\mcasual\billboards
i added this one which was used for some of the recent effects
There's also a new 30-particles 4-panels-per-particle billboard figure
it may be used without the need for the "face-the-camera" processing/keyframing
Known Quirk
Maybe not in all versions of Daz Studio, but at least in version 3, each time you run a hefty script like mcjJet,
the processing speed slows down,
For some scripts the processing time can double for each script run.
One remedy i use is to set up some smoke effects, then save my scene, close daz studio, restart it, load the scene
and were're back to decent processing speed.
Daz Studio 4's new "Instances" feature ... or in fact any group of objects
Daz Studio 4.5 has a new feature named Instances
Here i created a 10cm diameter Primitive Sphere ( 32 x 16 facets )
then i invoked Create / New Node Instances
I was then asked to specify how many instances of the ball i want
I specified 256
The 256 spheres can be moved independantly
BUT only the original sphere can be deformed and only the original sphere can have its materials modified
when you modify the original sphere, all the 256 instances adopt the modifications
As of May 5th 2015 mcjJet2 was improved and now correctly supports groups of Objects
the group can contain any object, including our 256 clone-spheres
We simply select the group node ( usually a Null node )
And use mcjJet2 the same way we did with billboards
This includes the requirement : the group node must include the word "billboard" in its label-name
A limitation is that the special color and transparency effects wont work on "instances"
A few note about the settings
the balls will be emitted from a 1 meter wide line
with a small spread angle
the animation will be a loop
we pre-simulate, so it will look as if that loop has always been going on ( we dont see the initial outburst )
we de-selected the color ramp effects
the balls will travel at speeds between 10 m/s and 20 m/s
during their lefe cycle the balls will inflate 3X
note the timeline settings, the frame rate is 128 !
i will render this at 30 fps, but using a high frame rate like this will make the effect more dynamic, more balls will be emitted per second
the simulation length : 256: matches the number of balls, usually this helps the loop-feature succeed
and the result is ... quite nice !