This one was actually requested by a friend of mine who, I think didn't really believe I could do it.  This effect focuses on probably the most popular attack, from one of the most popular anime series in the US.  Since most my other effects come from live-action films or TV shows, I decided to create this in a way that it may be depicted in a feature film.  Hopefully we'll get to see how a professional would produce this effect when the live-action version of Dragonball is released a couple years from now.

Materials Needed:

    -3DS Max 5 (Earlier version will work)

    -The Electric Material Plug-in for Max (Get it HERE)

    -Still or video camera

 

        Step 1:  Open Max.  Create a camera in your scene at any location, we'll change this later.  Add your picture or video as a background by going to Render-Environment and click the Environment map slot.  To display this background go to Views-Viewport Background.  At the bottom where it says Viewport, make sure your camera is selected and then check the Use Environment Background box.

        Step 2:  The most difficult part of this effect is lining up the actual blast with the person creating the motions (especially for video).  So create a Spray Particle System with the following parameters and rename it Core.  The key here is to align the spray with the person's open hands so it appears as though he's producing a energy blast.  NOTE:  I didn't show the settings for the Timing or Emitter Size because these settings will vary depending on the photo and how long you want the blast to run for.

 

        Step 3:  Now duplicate the Spray Particle System and rename it Outer Energy.  Now change the parameters to the ones bellow.

        Step 4:  Hit M on your keyboard to enter the Material Editor.  Name a new material Core and set the diffuse color to pure white.  Also set both the Specular and Glossiness to 0.  Now go to the Maps rollout and click the Opacity map slot.  In the Material/Map Browser choose an Electric material.  Use the following settings in the Electric map rollout.  Once you're done apply this material to the Core particle system.

        Step 5:  Create a new material and name it Energy.  Go to the Maps rollout and select the Refraction map slot.  When the Material/Map Browser pops up, choose Thin Wall Refraction.  Apply this material to your Outer Energy particle system.

        Step 6:  Open the Video Post and add your camera to it.  Then add 3 Lens Effects Glows.  Name the first Tight, the second Loose and the last one Energy.

        Step 7:  In the Tight glow dialogue box, go to the Preferences tab and use these settings.

        Step 8:  In the Preferences tab in the Loose glow dialogue box enter the following settings.

        Step 9:  Finally in the Energy glow dialogue box, under the Properties tab, make sure the Object ID is set at 2.  Go to the Preferences tab and set the parameters to these.

        Step 10:  Outside the Video Post select the Core particle system and right click.  Select Properties and set the Object ID to 1.  Do the same for the Outer Energy particle system except make the Object ID 2.

        Step 11:  This next step is more or less a personal preference.  Depending on which effect you like better, you can either use a Lens Flare for the energy burst or use a mapped sphere.  In the sample above I used a mapped sphere because the Lens Flare was just too bright.  If you choose to use a sphere, place the sphere at the base of the person's hands, don't make it too large.  Then just apply the Core material to the sphere and set the Object ID to 3.  Go back to the Video Post and create an new Lens Effects Glow.  Set the Object ID to 3 in the Properties tab, then go to the Preferences tab.  You can use these settings if you like, but I suggest you play around a little.

 

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