The Spirit Bomb wasn't used very often in the show, but when it was it pretty much stopped any enemy.  This is one that I've always wanted to see a big budget live action film do, just to see how awesome they could make it look.  Here's my version, anyway.

 

SKILL LEVEL:  BEGINNER

Materials Needed:

    -Studio Max (Any Version)

 

 

 

        Step 1:  Open a new session in MAX.  Create an Omni light in the Top viewport.  Move the omni to 0,0,0 and rename it Core Light.

 

        Step 2:  Create a Sphere, also at 0,0,0, and give it a Radius of 10.  Rename the sphere Core Dummy.

 

        Step 3:  With the Core Dummy sphere still selected hit CTRL-V or go up to Edit-Clone on your main menu bar.  Name the cloned sphere Inner Sphere and give it a Radius of 16.

 

        Step 4:  Now clone your Inner Sphere.  Rename it Outer Sphere and set the Radius to 25.  Select both your Inner and Outer Spheres, right click and choose Properties.  Set the Object Channel to 1 and click OK.

 

        Step 5:  Create a PArray Particle system in your top viewport.  Name the system Core Particles.  Under the PArray's Basic Parameters click the Pick Object button and then select your Core Dummy object.  Under Particle Type, set the Standard Particles to emit Spheres.  Use the picture below to set the Particle Generation settings.

 

                                   

         Step 6:  Now you'll want some motion for your Core Particles, so create a Gravity space warp in the top viewport.  Under the Parameters for the gravity, make the Strength 0.01 and change the Icon Size to 6 (only for convieniece, icon size doesn't affect the space warp itself).  Go to Tools on the Main Menu bar and select Align, then select the Core Dummy object.  When the dialog pops up make sure you align it along all axis (X,Y,Z).

In order for the Gravity to affect your particles, you must first bind the particles to it.  Select the Core Particles, click the Bind to Space Warp button, , click Select by Name (one button over from the Bind to Space Warp) and select Gravity01.

 

        Step 7:  Create another PArray system.  Name this system Inner Particles.  Under Basic Parameters click the Pick Object button and select the Inner Sphere object.  Under Particle Type change it so the system emits Spheres instead of Triangles.  Use the settings below for the Particle Generation.

 

 

       

        Step 8:  Now create one final PArray called Outer Particles.  Click the Pick Object button in Basic Parameters and select your Outer Sphere.  Set the system to emit Spheres and adjust the Particle Generation to match the settings below.

 

 

        Step 9:  With your Outer Particles still selected, right click and choose Properties.  Select an Image Motion Blur and change the Multiplier to 30.

 

        Step 10:  Open up the Material Editor and select an empty map slot.  Under the Blinn Basic Parameters, set the Diffuse Color to pure white, the Self-Illumination to 50, the Opacity to 50 and make sure the Specular Level and Glossiness are both set to 0.  Name the material Core/Particles, then select your three particle systems and click the Assign Material to Selection button.

 

        Step 11:  Go to your next empty material slot and name it Inner Sphere.  Set Self Illumination to 100, Opacity to 0, and both Specular Level and Glossiness to 0.  Under the Maps rollout click the Diffuse map slot.  Choose a Gradient Ramp from the Material/Map Browser.  Use the picture below to set the Gradient Ramp Parameters.  NOTE:  The colors pictured, from left to right are:  (R=15, G=37, B=92), (R=101, G=124, B=240), (R=92, G=92, B=224), (R=40, G=49, B=72).

 

 

        Step 12:  Once you're through with the Gradient Ramp, go back up to the Maps rollout.  Set the Opacity Amount to 75, then click the Opacity map slot.  Select Gradient Ramp from the Material Browser.  Set the Gradient Ramp parameters to match the picture below.  Hit the Autokey (Animate) button and move the time slider to frame 100.  In the Gradient Ramp Parameters, change the Phase to 4.  NOTE:  If you have more than 100 frames in your scene, the general rule here is to have the Phase increase by 4 every 100 frames, so if you have 300 frames the Phase would be 12.  Turn Autokey off once you're through and apply this material to your Inner Sphere object.

 

 

        Step 13:  Rename the next empty material slot Outer Sphere.  Set Self Illumination to 100 and both Specular Level and Glossiness to 0.  In the Maps Rollout set the Diffuse map to a Gradient Ramp.  Set the color positions to match the ones pictured below.  From left to right the colors are:  (R=15, B=41, G=65), (R=81, B=179, G=255), (R=40,B=48, G=209).

 

 

        Step 14:  Go back up to the Maps Rollout and set another Gradient Ramp, this time for the Opacity map.  Use the pic below to set the color positions.  NOTE:  If you want your Spirit Bomb to be a perfect sphere, skip the rest of this step. Now turn on the Autokey (Animate) button and move to frame 100.  Change the Phase amount to 4.  NOTE:  In case your scene is longer, the Phase amount should go up by 4 every 100 frames.  Turn Autokey off once you're through.  Set the Noise Amount to .5 and Noise type to Fractal.  Apply the material to the Outer Sphere object.  Close the Material Editor.

 

 

        Step 15:  Open up Video Post.  Click the Add Scene Event button and add the Perspective view, or Camera view if you're using a camera.

 

        Step 16:  Click on Add Image Filter Event and select a Lens Effect Flare.  Name the glow Core and go into Setup.   Under the Prefs tab, have it so that only the Glow, Man Sec, and Star are Rendered.  Also, set the Occlusion for these three things to 0.  From here go to the M Sec tab.  Find where it says Man Sec 1.  Use the arrows to go through and leave only Man Sec 1 & 2 turned on.  NOTE:  The On check box is directly above the Add button.  Finally go to the Star tab.  Change the quantity (Qty) to 0, the sharpness to 8, Taper to 10, Width to 5 and check the Auto Rotate box.  Over to the left you'll see a button that says Node Sources, click it and select your Core Light.  Click OK and exit the flare setup.

 

        Step 17:  Back in Video Post add a Lens Effect Glow filter event.  NOTE:  If your Core flare event is still selected, click in the white area to deselect it, if you leave an event selected the next item you add will branch off that event.  Name the glow Ball Glow and enter Setup.  Under the Preferences tab change the Size to 5 and the Intensity to 1.  Under the Inferno tab set the Motion, Speed and Edge to 0 and Bias to 45.  Put checks in the Red, Green and Blue check boxes.  NOTE:  In order for the Inferno settings to be applied to your Glow, you must always place checks in these boxes.  Click Ok and exit Setup.

 

        Step 18:  Since you're working with Video Post filters, you must render through Video Post.  To do this click the Add Image Output Event button.  Click Files to choose the name of your file and the file type.  Once you're done with that click Ok.  Use the Execute Sequence button, little man running, to render out your scene.

 

GOOD LUCK!

 

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