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
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