Modeling a Whirlwind
Power to the People

Use the Power of ShaderMaker to Simulate Natural Phenomena.

 

Introduction

Using shaders for modeling a Whirlwind is an easy and effective way in producing some cool tornados, water spouts, tempests, and hurricanes.

This tutorial requires:

ShaderMakerPro
Pixels3D | studio | v3.7

Start with ShaderMaker Pro

Open ShaderMakerPro, if you don't own SMP, use these steps for creating the shader with ShaderMaker in Pixels3D.

First, create a Turbulence node and plug in x,y, and z Current Point Location nodes into the indexes as shown here.

Finish the Shader

Plug in an Edge Blend node into the opacity to make our object transparent around its edges.

Plug in the Turbulence node we created earlier into the Attenuation input.

Create a User Defined node and match all the values as pictured left and link it to the Diffuse Colour input of our main shader. Save it as 'tempest', and open Pixels3D.

Lighting
Select our main light in Object Info ( CMD-i ) and set the Light Type to Sun. Also open up the Render Setup ( CMD-u ) and use fog. Also set the fog and background colours to 0.25, 0.3, 0.3 ( rgb ).
Modeling the Funnel

Create a cylinder ( Shapes>Cylinder ) and choose Reshape>Spline. In the Right View, we should see a red spline intersecting the centre of the object. By clicking and dragging on the red "x"'s, we can shape the cylinder like a slinky into a shape similar to the one on the right.

Twist & Taper
Select the Right View button in the pane to open up View Options. Select Twist & Taper for the view. There are now two splines that will allow us to shape the cylinder into a funnel.
Reshaping

Back to the scene, lets shape our Whirlwind even more by using the Pinch tool Reshape>Pinch and shape it to our own specifications. After shaping it with the Pinch tool, set the object's x rotation to 90.00.
Choose Control > Park .

Add Some Friction
The whirlwind wouldn't be complete without some friction on the surface. Choose Shapes>Spline using the B-Spline option. Make two full circles, one on the xz plane and one on the xy plane as pictured. First, select the xy spline then Shift-CMD-Click to select the xz spline, and Reshape>Path Extrude. We should have a livesaver shape to fit around the "touch-down" area of the whirlwind.
Apply the Shader
With our whirlwind model and the lifesave model both selected, open up ShaderManager ( CMD-w ), and load our 'tempest' shader from SMP. Importing from SMP may not be exact to what you specified in SMP, use SM to re-edit the shader back to normal.
Finishing the Scene

Create a mesh and scale it up. Duplicate the mesh and rotate it to fill the backdrop of our camera's view. This is so we get a full-view render with our tempest shader. An empty area in the scene will produce undesirable rendering problems with the use of the Edge Blend node in the tempest shader, so this mesh is a must!

Once the scene is set up, reposition the light, the lighting here is crucial to rendering a realistic whirlwind.

Render

Let's render the scene.

After rendering we have our near realistic Tempest on the ocean surface. Feel free to try your own variations of the tempest shader.

Have fun!

 

 


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