Thursday 24 October 2013

Wk 4 Storyboard Presentations

Week_4 demo

Particle Systems

This week we will look at the Particle Generation abilities within 3dsMax.
First is PArray particle system  which can distribute particles on a geometric object. It can be also used in object explosions (see tutorial files within 3dsMax)
When PArray is used to emit particles using a selected geometric object (the cylinder in the demo) as the emitter pattern for the emission, the object is the distribution object.
Particles can be distributed on the edges, Vertices or Faces of a distribution object.

Applying PArray to a scene

1_Open the emitter1.max file from shared  location. Apply a PArray system from the create/ standard primitive/ drop down to particle systems/ PArray and draw out a PArray at the side of the base, size not important. Use the pick button to select the cylinder.




2_Within the modify panel for the  parray first set the percentage of particles=100%.

3_The next set of variations are all within the ‘Particle generation’ rollout. As shown below .

a_use rate (particles born on each frame. Set at 10, try 50, then drop down to suit),
b_speed (particles per second, stops them flying away, set at 10”/sec, try 1”/sec),
c_variation (different speeds, set at 0% try 60 or 70%),
d_divergence (stops them emitting at right angles to the face, set at 10deg try 50 to 70 degree),
 e_timing (range of life of emitter, emit start set to minus 0, emit stop set to animation range), 
f_life ( alters life span, set at 1 try 2 with variation set to 1, it gives a range of 2 + or – 1, which is 3 or 1, try the difference),
g_life variation (some fade off at different rates, try 1)
Test render and should give a reasonable eruptive flow of particles. Picture shows flow with adaptive use of gravity space warp.


Next stage is to control flow via gravity
4_From the space warp  button below  the create tab. Select the gravity space warp and draw out at the side of the PArray (could draw it anywhere!).
5_Do a spacewarp bind (on the main ribbon below the edit and tools dropdown menus) fronm the PArray to the gravity plane. The effect should be immediate in the direction of the ‘P’ flow .
6_Try the gravity at a 10th or so. Click the gravity square and in modify panel set strength to=0.1 or 0.3
7_You will now see that particles a sometime falling through the floor. A deflector is needed to stop this. A deflector is another space warp. Choose the next from the dropdown after forces. Should be deflectors and choose the POmniFlec because this won’t be budged by particles forces.
8_Draw out a POmniFlec and bit bigger than the floor. Again spacewarp bind from PArray to th POmniFlec. Play the move and particles should be falling before the animation. Set to -3sec and for total length of movie.
9_If some particles continue to fall through then move the deflector down below the floor in the left view.
10_Do a final bit of manoeuvring control  with the bounce and the friction parameters. Drop bounce to about 0.3 and set the friction to about 65%  
The particle flow should look quite good at this point. Add a material to give it a nuclear type glow.
11_Set the particles so you can view clearly when rendered by changing their characteristics in the viewport display on the PArray modify panel as shown below.

Also whilst in the modify panel set the size to not grow but start full size and set the fade to fade for 6 frames. So was grow=0:0:10 and fade=0:0:10, change to grow=0:0:0 and fade=0:0:6 so life fades out after 6 frames.
12_Open the Material editor (compact mode), set 4th sample slot to bright green, 100% self illuminate, face map=on,  name it 'particle_mat', Mouse right click and within the object properties set 'not' to receive or cast shadows.

13_Drop down to the maps R.O. source the opacity slot, click and load gradient and whilst down there set to ‘radial’

14_RENDER and check whether to alter a few things. Perhaps change number of particles via the ‘use rate’ set = 20 and try increasing the size of the particle to=2” or 3” try variation at=50% - RENDER and quite a pleasing effect should be evident.

15_Try out a special lens effect. In the Mat Editor apply a material I.D  (next along from ‘put to library’ button) set to 1

16_From the rendering menu drop down to effects and the Environment and Effects dialogue box opens, select ‘Add’ and select ‘lens effect’. Under Lens Effect Parameters select glow and via the arrow send to right hand box, with interactive clicked.

17_  In the Glow Element Roll Out select  Options tab set the Material ID which is 1 to be ‘on’  
18_In the Lens Effects Global: set the various Parametre values for size (try = 50 the 5), intensity=30, try other. It should render each time because interactive is activated.

19_In the Glow Element rollout set the radial colour to brightest green then also alter the size=5 then1 and the intensity 80 then 40 .At this point you should be able to achieve a particle emission with an effect that you want





No comments:

Post a Comment