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Creating A Deadly Virus Animation in 3ds Max

Preview


1. Modeling Virus

Step 1

Open 3ds Max.

Open 3ds Max
Open 3ds Max

Step 2

Create a GeoSphere in the perspective viewport with the Radius as
50 and Segments as 20.

Create a GeoSphere
Create a GeoSphere

Step 3

Open the Modifier List and apply Displace modifier onto the geo
sphere.

Displace modifier
Displace modifier

Step 4

Click on the None button of Map. It opens the Material/
Map Browser
window. Select Cellular and click on OK.

Material Map Browser
Material/ Map Browser

Step 5

Press M to open the Material Editor.  

Material Editor
Material Editor

Step 6

Drag and drop the Cellular map from Map channel to any empty
slot of the Material Editor.

Cellular map
Cellular map 

Step 7

Change the value of Size to 30.

Change the value of Size
Change the value of Size 

Step 8

Increase the Strength of displacement to 20. You will see the
blobs appeared on the geo sphere mesh. Change the map option to Spherical.

Increase the Strength
Increase the Strength

2. Animating Virus

Step 1

With the virus mesh selected, turn on Auto Key button. On every 10th
frame, animate the Spread value from 0.6 to 1. On the 1st
frame, set the Spread value to 0.6 and on the 10th
frame set the value to 1

Following the same range, keep animating the Spread
value till 100 frames as shown in the following image.

Auto Key button
Auto Key button

Step 2

To make the spikes of the virus, increase the Mid threshold value to
0.5. You can also animate this value following the previous steps.

Mid threshold value
Mid threshold value

Step 3

Apply TurboSmooth modifier on the virus mesh to make it look smooth. 

TurboSmooth
TurboSmooth 

3. Applying Material

Step 1

Press M to open the Material Editor.  

Material Editor
Material Editor

Step 2

With an empty slot selected, click on Diffuse channel. It opens the Material/Map Browser window. Select Gradient Ramp and click on OK.

Material Map Browser
Material/ Map Browser 

Step 3

Set the colors in Gradient Ramp Parameters as shown
in the following image.

Gradient Ramp Parameters
Gradient Ramp Parameters

Step 4

Set the Specular color as shown in the following image. Change the
values of Specular Level to 100 and Glossiness to 70.

Specular Level
Specular Level

Step 5

Click on Bump channel. It opens the Material/ Map Browser
window. Select Cellular and click on OK.

Material Map Browser
Material/ Map Browser

Step 6

With Chips mode selected, change the value of Size to 10

Chips mode
Chips mode

Step 7

Click on Reflection channel. It opens the Material/Map Browser
window. Select Falloff and click on OK.

Reflection channel
Reflection channel

Step 8

Change the Falloff Type to Fresnel.

Falloff Type to Fresnel
Falloff Type to Fresnel

Step 9

Click on Refraction channel. It opens the Material/ Map Browser
window. Select Raytrace and click on OK.

Material Map Browser
Material/ Map Browser

Step 10

Limit the Refraction value to 10.

Refraction
Refraction 

Step 11

Open Extended Parameters roll out. Turn on Out and Subtractive
options.

Extended Parameters
Extended Parameters

4. Lighting and Rendering

Step 1

Apply three omni lights as shown in the following image.

Omni lights
Omni lights

Step 2

Press F10 key to open the Render Setup window. Go to Renderer
tab and select Blend as the Filter

Blend filter
Blend filter

Step 3

Press Shift-Q on the keyboard to have a look on the final rendered
image.

Rendered image
Final rendered image

Conclusion

You can get the project file in the Download section. This will help you to understand the procedural flow in more depth.