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3ds Max 2011: Particle Effects

3ds Max 2011: Particle Effects

with Steve Nelle

 


In 3ds Max 2011: Particle Effects, Steve Nelle shows how to create a wide variety of particle special effects including smoke, water, and explosions. The course provides a detailed explanation of both event and non-event particle systems in 3ds Max, in addition to addressing the importance of a particle's material, the use of Space Warps and Deflectors, and creating fluid effects using MetaParticles. Six start-to-finish projects are also included in the course, which show practical techniques for creating ocean water for underwater scenes, mudslides, and more. Exercise files accompany the course.
Topics include:
  • Controlling particle timing, quantity, and rotation
  • Comparing particle system types, such as PArray, Super Spray, and more
  • Using instanced particles to customize a particle's shape
  • Understanding how to set up a particle flow
  • Wiring PFlow operators and tests to change particle behavior
  • Creating realistic-looking particles using maps
  • Adding Gravity and Wind
  • Using Space Warps like Vortex, Motor, and PBomb
  • Making particles follow a path
  • Spawning particles
  • Creating realistic smoke

show more

author
Steve Nelle
subject
3D + Animation, Particles, Visual Effects
software
3ds Max 2011
level
Intermediate
duration
5h 53m
released
Oct 15, 2010

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Introduction
Welcome
00:04Hi! My name is Steve Nelle and welcome to the 3ds Max 2011: Particle Effects.
00:09lynda.com and I are excited to be able to bring you a comprehensive look at
00:13creating a wide variety of special effects, using one of the industry's most
00:17widely used 3D animation programs,
00:20working on projects that range from fluid effects like fountain water and
00:23mudslides to visual depictions of things like smoke and steam.
00:27We'll also be discussing how important materials are in creating
00:31realistic special effects.
00:33We'll be learning about space warps like Gravity and Wind and a handful of
00:37different deflectors that can be used to make both particles and objects
00:40bounce off each other.
00:41We'll be covering how to effectively use MetaParticles for all kinds of gushing
00:45effects, and we'll be getting an in- depth look at Max's mighty particle flow,
00:50an extremely versatile, but sometimes intimidating way of creating stunning
00:54visual recreations.
00:55Let's strap ourselves in and get ready for a fun and exciting ride into creating
00:59particle effects in 3ds Max.
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How to use this course
00:00As an intermediate to advanced title in 3ds Max, I'll be approaching things from
00:04the standpoint that you already have a working knowledge of the software.
00:08If we start getting into a concept or technique that you need a little brushing
00:11up on, you can always refer to the Essential Training titles for 3ds Max in the
00:15lynda.com Online Training Library for whatever you might need.
00:19I'd also strongly suggest that you be sure to use a three-button mouse while
00:22working through the videos.
00:24Max uses all three buttons extensively and it's going to important that you do too.
00:29Now, if you're exploring the title simply as a way to sharpen your skills,
00:33you'll be happy to know that all the chapters and subjects have been
00:36structured so that you can quickly jump to only topics of interest that you're
00:40looking to tap into.
00:41With that said though, I think the best way to tackle the material is simply to
00:45hit it right from the beginning.
00:46With both advice and inside tricks picked up over the years sprinkled throughout
00:50the title, you'll definitely get the most out of the material by watching things
00:54through from front to back.
00:55There is a ton of stuff here.
00:57So no matter what your level of experience, I think you're going to be able find
01:00something that'll help you take your personal projects to the next level.
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Using the exercise files
00:00Throughout the Particle Effects title, I'll be working in 3ds Max 2011 using
00:04assets that I've created especially for the videos you'll be watching.
00:08If you're a Premium member of the lynda.com Online Training Library, you'll have
00:12unlimited access to the Exercise Files used throughout this title.
00:16If you're instead a monthly or annual subscriber to lynda.com and don't have
00:20access to the Exercise Files, you'll still be able to follow along from scratch
00:24or by creating your own assets.
00:26You'll also want to make sure that you build a map path in 3ds Max over to that
00:31Exercise Files folder on your desktop.
00:33Now, you can easily do that by going to the Customize pull-down menu and
00:37choosing Configure User Paths.
00:40With the three tabs at the top, you'll click on External Files.
00:45Then over on the right-hand side you'll click on the Add button.
00:49Now this will be where you're going to want to navigate to the Exercise Files
00:52folder on your desktop.
00:55When you find it, you'll double-click, then in the lower right-hand corner,
00:58click on the Add Subpaths button.
01:01Once you've done that, you can click on Use Path.
01:05That'll add a path or a pointer over to the Exercise Files folder, making sure
01:09that when you open a file that's been put together using one or more bitmap
01:13images that Max doesn't throw up a warning message saying that it can't find
01:17those specific resources. Okay!
01:19That'll get us going.
01:21Let's go see what we can do.
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1. Introduction to Particle Systems
Understanding particle systems
00:00A particle system can be defined as simply a large collection of similar objects
00:04behaving in a similar way and those objects can be configured to create an
00:08incredible range of effects, anything from water to smoke to sparks.
00:13Even environmental weather conditions like a tornado or hailstorm can be quickly
00:17added to a scene by way of a particle system.
00:19Now, most systems will be represented on your computer screen by a
00:23non-rendering icon that'll designate the orientation and position of the
00:27particle system in your 3D space.
00:29Most particle system icons will have an arrow or pointer of some kind that'll
00:33represent the direction that their particles will flow as they sped out.
00:37The icon that you see on the screen is referred to as the particle emitter, and
00:41it's the position in the viewport that'll typically represent the location from
00:45which the particles will originate.
00:47Remember, the emitter doesn't render only what spits out of the emitter.
00:50It's also important to understand that when creating most particle systems,
00:54the viewport that you make it in will typically make a difference as to the initial
00:57direction the particles will travel.
01:00That's not always the case, but it is a good rule of thumb to remember.
01:03Let me show you what I mean.
01:04I'll create a different particle system in each of my three orthographic views.
01:08I'll then take my Perspective view to full-screen, center my icons, then scrub
01:12things back to see how each particle system travels in a different direction.
01:16Now, in as much as it's the emitter where the particles shoot out from,
01:20those particles sometimes are created over the entire icon surface like we see
01:24with this emitter which is known as a blizzard, while on other particle systems
01:29the particles will shoot out from a single point in space.
01:32There are even particle systems that restrict or confine their particle
01:35production to the volume inside their particle icon.
01:38You'll see that if we create something called a PCloud.
01:42Finally, you'll even find a particle system in Max that doesn't emit particles
01:46from its actual viewport icon at all,
01:48instead choosing an object that you'll pick from your scene as the actual
01:51particle emitter, and that's the case with something called a PArray.
01:55Once the particle system's been created and positioned in your scene, you're
01:58then going to find a handful of settings that you'll be adjusting to meet the
02:01needs of your project.
02:02Determining things like the number of particles, the important start and stop
02:06times, you'll have control for size and shape, speed and rotation, even settings
02:11for adding force-like effects like wind or gravity.
02:14All adjustments that'll require your attention and all controls that'll be
02:18important to master, if you're wanting to fully capitalize on Max's particle
02:22effect capabilities.
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Comparing event-driven and non-event-driven systems
00:00Particle systems in 3ds Max come in two basic flavors:
00:04one referred to as a non-event-driven particle system, while the other is known
00:08as an event-driven system.
00:10But the major difference between the two is basically how they work and how much
00:14time and complexity there is in setup.
00:16With a non-event-driven particle system, the particles you create operate
00:20continuously, meaning they don't change in some way over the course of the
00:24animation due to some specific event taking place.
00:27Hence, the name non-event-driven.
00:29Examples might be water springing from a fountain or maybe smoke coming from a campfire.
00:34Neither those effects require something else, some kind of trigger in other words,
00:38in order to operate.
00:39They simply work exclusive of anything in your scene happening.
00:43That's a non-event-driven system.
00:45Now the story is a little different with an event-driven system.
00:48You see event-driven particles can change from one look or state to another
00:52over the course of the animation, all depending on what parameters or
00:55instructions you plug or program in, and that makes an event-driven system,
00:59which is defined by what are called events much more flexible as to the effects
01:03that it can create.
01:05These events that I mentioned are wired into the particle system and are
01:08designed to affect the behavior of the particles over time in some particular manner,
01:13like maybe changing their appearance or specifically what they do.
01:16Let me give you an example of just how an event-driven system might work.
01:19Let's say that we've got a rocket taking off from a launch pad on its way into space.
01:24To create the thrust, the fire and smoke that'll propel the rocket upward,
01:27we will create an event-driven particle system that we'll position at the back of the rocket.
01:31Once the rocket is blasted off, having made its way through the clouds and
01:34further into the atmosphere, we're going to want to change the look of what's
01:37coming out of the back end.
01:39Maybe there's something more like a simple flame without the fire and smoke.
01:42Now an event-driven system would enable us to be able to do just that, allowing
01:46us to program or change the look of the particles after a certain amount of
01:50time after liftoff.
01:52We'll tell the particles to go from one look to another after X number of
01:55seconds or minutes in other words.
01:57Having a drop of water hitting a hot plate and turning into a puff of steam
02:00would be another example of an event-driven system.
02:03The event would be changing the look of the particle once it made contact
02:07with the hot plate.
02:08Think about that. Once contact was made the water drop would magically change
02:12its appearance to taking on the look of a puff of steam.
02:15It's pretty cool the way these event-driven systems work.
02:17Non-event systems don't change over time and don't need a particular event to
02:21happen or take place in order to work.
02:23Event-driven systems on the other hand do and can change over time,
02:27all depending on how the events in the effect have been programmed to trip or
02:31trigger other events.
02:33Now, as you work through the title, you're going to find that most of Max's
02:36particle effects are non-event-driven, but one in particular called particle
02:40flow gives you that special event- driven setup which we're going to be
02:43looking at in detail.
02:44Next up, we're going to take a look at a handful of specific controls and
02:48parameters that are fairly typical on most particle effects.
02:51Settings that you'll be adjusting irrespective of the system that you decide to use.
02:55We're going to get to all that in the next video.
02:56Let's go take a look.
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Controlling particle timing and quantity
00:00As a general rule irrespective of the type of particle system you choose to use,
00:04you'll almost always have a series of general settings or parameters that will
00:08need to be initially set up or adjusted.
00:10Let's start by looking at particle timing and quantity.
00:13For my example, I'm going to be using what is called a Super Spray.
00:16You can find it and all the other particle systems in the Create tab of the
00:19Command panel under Particle Systems. We're ready to go.
00:23Let's drop one in the middle of our Perspective view.
00:25Now, let's hide the grid, maybe zoom out a ways, and reposition ourselves for a better look.
00:30Scrubbing the timeline shows us that the Super Spray particles are designed to
00:34travel in the direction of its icon arrow.
00:36Let's now change over to the Modify column so we can get to our actual settings.
00:40The way the particles are being displayed in our viewport is controlled in the
00:43Viewport Display area.
00:45On the Super Spray, we can choose between Ticks, Dots, Lightweight Bounding
00:49Boxes, or the actual particle Mesh.
00:51I'm going to take the setting back to Ticks.
00:54We also have control over the Percentage of Particles being displayed at any given time.
00:58Now, this is a good setting to adjust lower when your computer starts indicating
01:02that it might be running a little low on resources.
01:04Something that many times happens when dealing with particles.
01:07So, at 100%, we see a full display.
01:10At 50%, only half of our actual particles are being displayed on our view.
01:14Now, this adjustment is only a viewport control.
01:16It has nothing to do with the actual number of particles that will render.
01:20Now because a Super Spray emits all of its particles from a single point,
01:23let's see if we can spread that flow out a little.
01:25We can do that a little farther up to the top under Particle Formation.
01:29Off Axis spreads in one direction,
01:31let's take that to 25, while Off Plane spreads in another direction.
01:35We'll take that to 50.
01:36Orbiting around we can now see what that's done to the formation and spread of the particles.
01:41When you scrub the timeline, you'll notice that these particles are only being
01:44emitted over the first 30 frames of our animation.
01:46That's controlled under Particle Timing in a section called Particle Generation.
01:51Changing the Emit Start value will set the first frame when the particles appear,
01:55while Emit Stop controls the frame at which the last particle will shoot out.
02:00So, if you wanted your particles to start let's say one second into your
02:03animation, you'd set the Emit Start time to 30.
02:06If you then wanted your last particle to shoot out of your emitter at Frame 90,
02:10you'd set the Emit Stop to 90.
02:12Scrubbing the timeline shows you the changes we've made.
02:15Nothing happens for the first 30 frames and the last particle emission
02:19takes place at Frame 90.
02:21Now a couple other controls under Timing.
02:23First, you've got your Display Until.
02:25This specifies the frame at which the particles will no longer show in either
02:29the viewport or in your render and that's regardless of any other settings you
02:32might change in the Modify column.
02:34The Life value basically sets the life span and number of frames for each particle.
02:38Important to know is the fact that the lifespan of any given particle is
02:42calculated from the frame of creation, not the first frame of the animation.
02:46So for an example if a particle was created at let's say Frame 30 and had a Life of 60,
02:50that particular particle would last until frame 90.
02:53Does that make sense?
02:54Now, when it comes to controlling the actual number of particles emitted,
02:57you'll find a couple of different options under Particle Quantity just above
03:01the Timing settings.
03:02You'll also hear the Quantity controls sometimes referred to as the
03:05system's particle count.
03:07Using Use Rate will specify a fixed number of particles to be emitted at each frame.
03:12So right now we have 10 particles coming out at each frame the particles are being emitted.
03:17Here is how things would look using 50 particles per frame.
03:25And here is a count of 100 coming out at each frame.
03:28So, as the number goes up, you can obviously see there's an increased number of
03:31particles in our scene.
03:32Now, when using Use Total you'll instead be specifying the total number of
03:37particles that'll be created over the life of the effect.
03:39So right now we have 100 particles being emitted over 60 frames.
03:43That's the length we set for our particle emission.
03:49Let's see how that would look using 500 particles.
03:58Here's the effect being instead set to 5000.
04:05So, with total of 5000 particles being emitted over the entire length of the
04:08particle emission, you can see that the number makes quite a bit of difference.
04:14Now as a general rule Use Rate is best used when creating a continuous flow of particles.
04:20Something like maybe you'd see when creating a trail of pixie dust or the metal
04:23sparks that would come from a grinding wheel.
04:25Use Total on the other hand works better when creating bursts of particles
04:28over shorter periods of time, like maybe an explosion or other similar type of concussive effect.
04:33Let's change things back to the Use Rate method and a number of 10.
04:37So that's it for controlling a particle's amount and timing.
04:40Next, we'll look at adjusting size and speed.
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Adjusting particle size and speed
00:00Each particle system in 3ds Max gives you the ability to control your
00:04particle size and speed.
00:05To show you where you can find the adjustments, I will be using a file named
00:08Particle Settings Size and Speed.
00:10Let's start with controlling just how fast or slow your particles travel.
00:14You'll find the setting under Particle Motion.
00:16That'll be in the Particle Generation category on the right-hand side of the screen.
00:20Now a particle speed is probably best defined as the initial speed at which a
00:24particle leaves its emitter,
00:25a higher number representing a faster velocity.
00:28Let's start the playback and we'll change a few things around.
00:31I can do that by simply tapping the forward slash in the keyboard.
00:34Now under Particle Motion let's change Speed to 2.
00:36Now you can see the difference that's made. Let's try 22.
00:42Now the particles are speeding away at a much faster pace.
00:45Let's go back to the original default value of 10.
00:48Now directly under Speed, you have Variation, which can be used to adjust or
00:52vary the initial speed of a particle.
00:54Higher values will ensure that each particle in your system isn't traveling at
00:58the exact same velocity.
00:59Let's start the play again and we'll change the Variation to 25.
01:06Now, why don't we take the speed down to about 5?
01:08A little tough to see with this type of viewport display, but a little variation
01:14does indeed make things many times look a little more realistic.
01:17Now as far as controlling a particle size, staying in the Particle Generation
01:21category, we have a couple of different settings that we can adjust.
01:24The Size setting controls the overall size of each particle, with larger numbers
01:28producing better particles.
01:29Let's change that Size value to 5.
01:32Okay, with the larger size we can now take advantage of displaying our particles
01:35using their actual mesh.
01:37To do that, we'll go back up to Viewport Display, changing the option to Mesh.
01:41Let's now return to the Particle Size category.
01:44Once we are there, let's change the Size of the particles from 5 to 10.
01:47Let's go ahead and play this back and we can see the difference there.
01:50Now, let's go back to the Speed and we'll just build the speed and the speed variation.
02:00Once we are there, I will begin playback.
02:02We'll change the Speed to 3, and the Variation to 50.
02:10Now, the Size settings also have controls called Grow For and Fade For.
02:16Grow For controls the number of frames over which the particle will grow from
02:20very small to whatever size you set for the Particle Size value.
02:23Fade For on the other hand determines the number of frames over which any given
02:26particle will shrink down to 1/10th of its size prior to dying off.
02:31So particles can be setup to start small, then grow up to their setting size,
02:35or be programmed to gradually shrink in size before fading away, an effect that
02:40many times you will see when creating dust and smoke, where a dust cloud for an
02:44example will grow larger over time than gradually diminish in size before
02:48fading away altogether.
02:49So that's your controls for adjusting both size and speed.
02:52Next, we'll take a look at controlling a particle's rotation.
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Making particles rotate
00:00The geometry generated by a particle system can be controlled as to how much and
00:04how fast each particle spins or rotates.
00:07You can even in some cases control the direction of that rotation.
00:10Now to show you some of the things you can do, we are going to be using a file
00:13named Particle Settings Rotation.
00:15Now to best display our results, let's first make a few changes.
00:18We'll start by taking the Life setting in the Particle atiming out to the
00:21end of our animation.
00:22That will make sure that each particle we emit hangs around for the entire
00:26length of our active time segment.
00:28Here we are in the Particle Timing section, under Display Until, we'll change the Life to 100.
00:33Right away, you'll see in our viewports that the particles are staying around
00:36for a longer length of time.
00:37Next, why don't we change the type of particle being emitted to the shape of a cube?
00:41To do that, we'll switch down to Particle Type.
00:43We'll open it up, we'll leave it on Standard particles, and then under the
00:46Standard particle section, we'll change to Cube.
00:49To control a particle's rotation, we'll now drop-down to the Rotation and
00:52Collision settings a little further down to the Modify column.
00:55To drop down the settings a little bit quicker, we'll position our mouse
00:58inside a grey blank area in the Modify column, allow the cursor to change it to
01:02a hand, and we'll simply right-click.
01:03Now when the menu pops open listing all the available tabs, we'll choose
01:07Rotation and Collision.
01:09Okay, let's go ahead and begin our playback.
01:11Now, the Spin Time controls the number of frames it takes for each particle to
01:15do one 360-degree rotation.
01:17The lower the value in frames, the faster each particle will spin.
01:21So with the value of 30 each particle is taking 1 second to basically make a 360 degree spin.
01:26Let's slow that rotation down by changing the number of frames to 130.
01:30See how that slowed the rotation down?
01:32Let's slow that down even further by taking the Spin Time to 230. There.
01:35So now we get a gradual spin each particle taking 230 frames to make a full 360-degree turn.
01:42Now, if you don't want your particles to spin at all, you want to take your Spin Time to 0.
01:46Let's try that. We'll now play it back, and you can see the difference there.
01:51Now, directly below that, you've got Variation.
01:53This simply allows you to vary the Spin Time from wherever it's set.
01:57Phase sets the initial particle rotation in number of degrees.
02:01The Spin Axis Controls group gives you a few options to determine the spin
02:05axis for your particles.
02:06The direction of travel in particular comes in especially handy when creating
02:10things like flying sparks or shooting water.
02:12You'll see that best if we again change our Particle Type.
02:15This time we'll use Tetra shaped particles.
02:17Scrubbing the timeline, you can now see that flying spark or shooting water effect.
02:22The Direction of Travel setting even provides for a type of blurring effect with
02:25your particles by adjusting the stretch.
02:27Watch what happens as we take that setting higher.
02:30So that's controlling a particle's rotation.
02:32Next, we'll take a look at Max's standard particle types.
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Exploring standard particle types
00:00Max offers a wide range of choices when it comes to the actual shape of your particles.
00:05In this video, we are going to be looking at the standard particle types
00:08available for most 3ds Max particle systems.
00:11To get us going, we'll be using a file named Standard Particle Types.
00:15Now your choices for particle shapes are going to be found in the category
00:18named Particle Type.
00:19Before we take a look at the options though, let's go up to the Viewport Display,
00:22changing the type of display to Mesh.
00:24That way, we'll see the actual particles being displayed in view.
00:27Okay, staying on the right, we can now open the category called Particle Type.
00:32Directly below the tab name in the Particle Types category, we'll make sure it's
00:35set to Standard Particles.
00:37Making sure we are in the right category, we can now drop down about an inch
00:40below using the standard particle shapes.
00:42Now, the Triangle is the default Particle Type on most Max particle systems, and
00:47they'll render exactly the way they look, as three-sided triangles.
00:50Now, the triangular shape works well sometimes when creating effects like smoke and steam.
00:55When the material you've applied to the particles incorporate some kind of
00:58opacity map, that effectively feathers out the particle's edges.
01:01To the right of Triangle, you've got Cube.
01:03This renders out six-sided boxes just as the name represents.
01:09Below Triangle, there is Special.
01:11This type of particle basically consists of three intersecting
01:14two-dimensional squares,
01:15another good choice when using a material that effectively blends the edges of
01:19the particles into its background.
01:21By using three flat squares at 90-degree angles, you many times can get a little
01:26more of a three-dimensional look to your mapped particles.
01:28To the right of Special, you've got Facing.
01:30Although not looking like much, this is many times the particle type of choice
01:34when using a material as your primary means of creating your effect.
01:38It basically creates 2D flat squares that always face the camera.
01:42So no matter where or what angle your camera is at, you can rest assure that
01:45your particles will always maintain a perpendicular orientation to that camera.
01:50So that's a Facing particle and it's going to turn out to be an important tool
01:53in your effects arsenal.
01:54Also, something to keep into consideration, Facing type particles only render
01:58correctly in a Perspective or Camera view.
02:00Constant type particles are kind of nice because they always remain the
02:03same size regardless of their distance from the camera, which can come in handy sometimes.
02:08Well, that's another one of those particle types that only works correctly in a
02:11Perspective or Camera view.
02:13Tetra shape particles are created in the shape of a tetrahedron.
02:16Application for these would include things like raindrops or sparks.
02:20SixPoint renders each particle as a six-pointed 2D star, frankly something
02:24that's probably a little bit limited in its applications.
02:26And last but not least, we have got the good old Sphere.
02:30Bubbles, distant raindrops, or maybe a meteor shower would be all good examples
02:34of where these might come into play.
02:35So that's a look at the standard type of shape particles that you'll find in
02:39most of Max's particle systems.
02:41As you create more effects, you'll come to learn which one to rely on to get the job done.
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Using metaparticles for fluid-type effects
00:003ds Max's MetaParticle type particle is your ticket to creating fluid
00:04like visual effects.
00:05Things like flowing liquids, dripping cake batters, and melted down metal being
00:09poured into a mold would all be the job for metaparticles.
00:13Now before we get going, it's important to understand that metaparticles can be
00:16potentially very render intensive, especially if not set up correctly.
00:20So we need to make sure you know darn good well when you're getting into before
00:23you start jumping into your fluid effects.
00:25Trust me, this baby can throw down machine-crashing amounts of calculations into
00:29a scene very quickly.
00:30So please follow with me closely.
00:31We are going to get going using a file called MetaParticles.
00:35Let's start by selecting the Super Spray icon on our scene, then going to the
00:38Modify column for our adjustments.
00:40We'll begin under Viewport Display by changing to Mesh and in the Percentage
00:44of Particles to 50%.
00:46In the Particle Formation category above, we'll change the Off Axis Spread to 10
00:50and the Off Plane Spread to 50.
00:52Now to make sure that none of our particles die off before the end of our
00:55animation, we'll open up the Particle Generation category and under Life we'll
00:58change to 100 frames.
01:01For Particle Size, we'll use 30, and then for Particle Size Variation, we'll set that to 50.
01:05That will mix the sizes up a bit.
01:07Now as far as our use rate, which sets the number of particles we are going to
01:11create each frame, we're fine leaving it at 10.
01:13Let's now drop down to the Particle Type category.
01:16Here is where we want to make the change under Particle Type from Standard
01:19Particles to MetaParticles.
01:22Now here is a big one.
01:23Under MetaParticle Parameters, turn off Automatic Coarseness.
01:26That will activate both the Render and Viewport options directly above.
01:30Now, for Viewport, let's change that to a value of 5.
01:32This controls how accurately the particles are being calculated.
01:35In this case, within the viewports.
01:37Now the higher the coarseness value, the fewer the calculations.
01:40That in turn though would give you a lower quality but quicker screen redraw.
01:44Now very important, on the Evaluation Coarseness setting, let your video card,
01:47processor, and RAM determine just how low you can go.
01:50Trust me, if you take these particle values too low, you'll know it.
01:53You will be digging yourself out of a system crash, or you will be sitting
01:56around long enough to go get a sandwich.
01:58I'm using a pretty beefy system here.
02:00I'll take my Viewport Evaluation Coarseness to 3.
02:02That will give me a little higher quality as far as the way things look in the view.
02:06Now let's go ahead and render.
02:09Now again, if your machine can handle it, you can also decrease
02:12your Render Evaluation Coarseness. Let's do that.
02:15Let's try rendering again.
02:20Now, we are getting a little more finite detail to our blob structure.
02:24Now, the real fun with metaparticles comes when you start working with your skins.
02:28Let's say we wanted to create the look of liquid silver.
02:30We'll close the render, then open up the Material Editor.
02:33You can do that by simply tapping the M key on your keyboard.
02:35Now, I am setup using the compact version of the Material Editor.
02:38If you've instead opened up the Slate Material Editor, brand new for Max 2011,
02:42you can quickly make the change to the compact version by going to the dialog
02:45box in the upper left-hand corner under Modes and making your change here.
02:51Okay, in the Materials Editor, let's go to the horizontal row of icons at far left,
02:54choosing Get Material.
02:55We'll now open up one of Max's material libraries.
02:58To do that, we'll go to the downward- pointing arrow in the upper left-hand
03:01corner of the dialog.
03:02From here we'll choose Open Material Library.
03:05Now, it's just a matter of navigating over to where the material library is.
03:09That's usually located on your hard-drive.
03:12From there, we'll go to Program Files/Autodesk.
03:16You'll want to choose Max 2011, and then into the materiallibraries folder.
03:23From here, let's open the 3ds Max material library.
03:26With it now opened, let's navigate down in the material
03:28named Reflection_chromic.
03:29I will double-click on that icon to load it into the Material Editor.
03:33From here, with our Super Spray selected, we'll simply apply the material in the scene.
03:36Okay, with contact made, I know that because of the white triangles around the
03:40material sphere, I can now go ahead and render again.
03:42Now, take a look at that.
03:43Let's reposition the icon and go to a different frame, rendering one more time.
03:57There you've got your look of liquid silver.
03:59Now, you can also easily do something like molten lava.
04:02That again is a pre-built material in the 3ds Max material library.
04:05Let's go see if we can't get that.
04:11We'll go back to Get Material, the library opens.
04:14We'll navigate to Lava Crust.
04:16We'll again double-click to load it in the Materials Editor, and from there with
04:19the Super Spray selected we'll apply it to our scene.
04:22Let's go ahead and render that.
04:24So it's pretty cool the way that Lava effect turns out.
04:27Imagine rendering out the animation, having this animated flowing over surface.
04:31Now if you're smart enough to be using the mental ray rendering engine, you can
04:34create some unbelievably stunning effects like recreating water.
04:37Let's go ahead and change over to mental ray.
04:39We'll open up the Render Scene dialog box directly inside the Render Frame window.
04:43Under the Common tab, we'll go all the way down at the bottom, under Assign Render,
04:47next to Production, we'll go ahead and assign the mental ray render.
04:52We can now close up all our render windows.
04:58Now, in the Material Editor, we can select the New Sample Sphere and choose a
05:01different type of material.
05:05We'll click on Standard, then close the 3ds Max library within the browser, so
05:10we have a little more room, going down to mental ray.
05:13From here, we'll navigate down to the material type called Autodesk Water.
05:17When we are there, we'll load it in the Editor by double-clicking. Okay, same story.
05:20With the Super Spray selected, we'll go ahead and assign it to our scene.
05:23Now, using the mental ray renderer, take a look at the results.
05:26Rendered up against the jet-black background, we really can't see much of the water effect.
05:30Let's go ahead and change the background color to let's say light gray.
05:33We'll go under Environment and Effects, then in the upper left-hand corner click
05:36on the color swatch directly below the name Color.
05:38From here on the right-hand side, we'll simply take our value to let's say a medium gray.
05:44Here we go. We can close that up, and we can go ahead and re-render.
05:48So that's Max's metaparticles,
05:50your guy for creating any type of blobby or fluid-like effect.
05:53I am going to save this out as MetaParticles Completed if you'd like to look at over.
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Using a scene object as a particle
00:00When creating particle effects, you'll sometimes find that the standard
00:04off-the-shelf particle shapes that Max offers fall just a little short in giving
00:08you the exact particle shape you need.
00:10Now in situations like that come up, you'll be glad to know that any scene
00:13object, as long as it's 3D and can render, can be used as a particle shape.
00:19It's easy to set up using what Max calls Instanced Geometry.
00:23Now I'm going to be using a file named Instanced Geometry Particles to show
00:26you how things work.
00:28If we scrub the Timeline, we'll see that currently our particle system, which
00:31in this case is a Super Spray, is emitting standard type triangular shaped particles.
00:36If we wanted to change that particle emission to a custom shape, as long as we
00:40had a 3D mesh object on hand, we'd be ready to go.
00:43Now you'll notice in the view, in the right-hand corner, we've already
00:46created two objects:
00:47a light blue cylinder, and a yellow teapot.
00:50Let's start by getting our Super Spray system to emit the cylinders.
00:53We can do that by selecting our Super Spray, then turning our attention to the
00:57Modifier column on the right.
00:58Now in the commands, we're going to need to go a little further down to a
01:01category called Particle Type.
01:02What we're going to want to do is change from Standard particles to
01:06Instanced Geometry.
01:08Now to make the change over to the cylinders as being the particles, we have to
01:11go a little further down in our settings.
01:12In the category called Instancing Parameters, notice the big button that says Pick Object.
01:17What we'll do is we'll turn that on.
01:19Then carefully click on the original cylinder in the lower right corner of the view.
01:23Now that's all there is to it.
01:24If we now scrub our Timeline, you'll see the Super Spray emitting not the
01:28original triangles, but actually the larger now sized cylinders.
01:32Now the reason the particle size cylinders are larger than our original
01:36cylinder shape is more than likely, because of the size value that we've set on
01:40the Super Spray system.
01:41Let's go see if that's in fact the case.
01:42We'll find the size setting under Particle Generation.
01:45There it is under Particle Size. You'll see the Size currently set at 2.
01:49If we take that value back to 1, you'll notice the particles are being emitted
01:53at the same size as the original cylinder.
02:01Now if we instead wanted to use the teapot for our particle emission,
02:03we basically repeat the steps over.
02:05Let's go back down to Particle Type.
02:07We'll again leave things set to Instanced Geometry and go a little further down.
02:11Okay, under Instancing Parameters, click on the Pick Object button.
02:14Then in the lower right corner, let's go ahead and select the yellow teapot.
02:18Now for this example, let's go ahead and get the teapot looking a little bit
02:21larger as far as the emission of the particles.
02:23To do that, we'll want to go back up the Size settings.
02:26Let's say crank it up to 1.5.
02:27So now, something to note, what you can select for a particle can be either an
02:32individual object, some kind of linked or a parented hierarchy, or even a series
02:36of objects that have been grouped together.
02:38Each and every one of those examples can be used as Instanced Geometry.
02:42Now if you're instanced object was animated, that animation would actually carry
02:45over to the particles.
02:46Let's see if we can't have a little fun there.
02:48We're going to turn on our Auto Key.
02:51We'll take our Timeline back to the first frame.
02:53We can do that by tapping the Home key on our keyboard.
02:56Okay, let's now open up the Materials Editor by tapping M. I'm going to be
02:59using the compact version of the Materials Editor for my example.
03:02Let's take the currently selected sample slot in the upper left-hand corner and
03:05apply it to our original yellow teapot.
03:08Okay, now we'll go ahead and animate that color.
03:10I'm going to open up the Diffuse Color swatch.
03:11Why don't I go ahead and start with that original bright yellow?
03:15I'm going to go about 50 frames in my Timeline.
03:17I'm going to change that color to let's say Red.
03:19I'll then go to frame 100.
03:22From there, we'll convert the red color over to bright green.
03:25Now if we scrub the Timeline, we'll see the original teapot in the lower
03:28right-hand side of our view indeed changing color.
03:31What we won't see though is the particles making that same color switch.
03:35To make that happen, we'll go back to the Super Spray settings on the right,
03:38again, entering the Particle Type category.
03:41Right now, are particles are being driven off the wireframe color of our Super Spray icon.
03:45To make the change over to the animated color on our original teapot,
03:49under Instancing Parameters, we'll drop down to the Material Mapping and Source section.
03:53From here, we'll leave it set to Instanced Geometry.
03:55Then click on the Get Material From button.
03:57Let's see what happens now.
03:58As these play through, there is our color change.
04:03Now back on original teapot, if we applied and animated a modifier, that too
04:07would travel on to our particles.
04:09Let's see we can do there.
04:10We'll select the teapot, the original one in the lower right-hand corner,
04:13applying a Stretch modifier.
04:15Let's now return to the first frame of our animation.
04:17Okay, back in the Stretch modifier, let's adjust the Stretch amount.
04:20Now you'll see how that's affected our original teapot.
04:23Let's now scrub the Timeline and see whether or not that also carries over to
04:26our instanced particles.
04:27Now check that out. It indeed does.
04:33Let's again go around Frame 50.
04:34Why don't we this time take the Stretch down to a negative number, kind of
04:39flattening things out?
04:41Okay, now because of the amount of geometry on our screen, you'll notice that
04:44from time to time, I've been going into Box mode.
04:46The reason for that is the Adaptive Degradation setting has been left on.
04:50Let's turn that off.
04:51We'll go to the Views pulldown.
04:52We'll simply uncheck Adaptive Degradation.
04:55Now over to the right, you see we can also use the keyboard shortcut, the letter O.
04:58Okay, now we scrub the Timeline irrespective of how hard we've got to push
05:02our system, we will remain out of box mode.
05:05Okay, let's continue animating our Stretch.
05:07We'll go little farther down in time.
05:08I'm going to go to maybe frame let's say 85 or 90.
05:10I'll remove the Stretch, taking it back to original value of 0.
05:13Let's scrub that through and see how things look.
05:15So we've got things stretched out and then flattened out.
05:22Then the teapots return to their original shape.
05:24Now the timing of the animated effect on each particle can even be offset.
05:28Here is how we'll do that.
05:29We'll go back and select the Super Spray, returning to the right-hand column.
05:32Back in the Instancing Parameter section, you'll notice directly below the Pick
05:36Object button, we have a category named Animation Offset Keying.
05:40We're going to change that setting from None over to Birth.
05:43With this change, each animated particle is no longer synchronized or tied to
05:47the project's timeline.
05:49Using the setting of Birth, the animation will now be timed up to the actual
05:52frame at which the particle is birthed.
05:54So as you can see on the screen, we now have various shapes at our particles
05:58at any given frame.
05:59Each particle is now being animated as to its birthrate, and not the original
06:03frames that we see down on the timeline.
06:05So that's pretty nice, being able to not just pick an object from our scene as
06:08our type of particle, but to also be able to use the object's animation to play
06:13out over the course of that particle's life.
06:14That's some of the options available when using Instanced Geometry.
06:18Now I'm going to save this out as Instanced Geometry Particles Completed, if
06:21you'd like to look it over.
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Understanding rendering and viewport redrawing
00:00Particle Effects are without a doubt very taxing to both render times and
00:04viewport redraw speeds.
00:06It makes sense why, as thousands if not hundreds of thousands of pieces of
00:09geometry are hitting your computer resources at each and every frame during an effect.
00:14But in as much as that weight on your system can be expected, there are a few
00:18things that you can do to minimize that effect.
00:21I'm using a file named Speed Things Up to illustrate a few things to take advantage of.
00:25When it comes to your viewport redraw speeds, when things start to bog down,
00:29consider reducing either the amount or type of visual display.
00:32Under the Viewport Display controls, you can switch to a lighter weight
00:36representation using either Dots or Ticks.
00:39Switching instead to Bounding Boxes lightens things up while still giving you a
00:43fairly accurate idea of the particle effect size.
00:45You might also consider turning on what is called Adaptive Degradation.
00:49Now it's located under the Views pulldown menu.
00:51It works by changing the Viewport Display automatically to Box mode anytime
00:55your video card becomes a bottleneck in being able to accurately display
00:59what's on the screen.
00:59Now the option works on all viewport operations, not just scrubbing through a
01:03collection of particles.
01:04When it comes time to render, again you've got a couple of optimization
01:07options to consider.
01:08First, as a general rule of thumb, when building your particles, or better put
01:12when building the look of your particles, consider whenever possible using the
01:16material to create the look of the effect as opposed to actual geometry.
01:19Now that's obviously not always possible.
01:22But for an example, when creating an effect like smoke or fire, flat lightweight
01:26rectangles can be substituted for heavier spheres or boxes to give you the look
01:30you're shooting for.
01:31Let's take a look at an example of that.
01:32We'll open up the Material Editor.
01:34As you can see in the upper left-hand samples slot, I've gone ahead and already
01:37cratered a smoke-like looking material.
01:39Let's double-click on that to get a bigger version.
01:42Okay, we can now go ahead and apply it to our particle system.
01:45Now once we've done that, because we're now going to be using a material as
01:48opposed to geometry to create the effect, we're going to want to change the type
01:51of geometry being emitted by the particle system.
01:54Let's go back on the right-hand side and enter a Particle Type.
01:57Now from here, we'll change from Instanced Geometry back to Standard particles.
02:01We're also going to want to go a little further down below that under Particle
02:04Types, changing the Facing.
02:06Because we're going to want these now a little bit bigger, we'll change the size to 25.
02:09Why don't we also increase the amount of the Use Rate to 5?
02:18Now let's render the effect to see how things look.
02:21So here is an example of using a material as opposed to actual geometry to
02:25create the look of our particle system.
02:26I'm going to go ahead and take things back to the way they originally looked.
02:29Also, when test rendering, consider lowering the actual number of
02:33particles being emitted.
02:34You can usually get the gist of an effect using fewer particles.
02:37Once you've nailed down what you're aiming for, you can always then go back and
02:40crank that number back up for your final render.
02:43So for this one, let's take our Use Rate, which is now at 3, down to 2.
02:46We'll render the effect.
02:48We still very capably get the overall idea of what we're looking for.
02:51Let's change the Use Rate down to 1 and see how that looks.
02:55So there we go, using much fewer particles to test render, but still getting the
02:58gist of what we're aiming for.
03:00I'll take the Use Rate back to 3.
03:02You can also when test rendering, consider lowering the actual number of faces
03:06on your particle objects when using Instanced Geometry.
03:09Now you will lose a little of the details, but the time savings when testing is
03:13usually worth that reduction.
03:14Come final render, you just take the geometry count on each particle back up to
03:18its original setting.
03:19So for this, let's select the original sphere.
03:21We're using its Instanced Geometry located in the lower right corner of our view.
03:25We'll now in the stack, go down to the Sphere settings, and change the Segment
03:28count from 50 to let's say 20.
03:31So we have a little less detail, but we still get the overall look of the effect.
03:35You'll also notice by scrubbing the timeline, things are going much quicker.
03:38Let's try a Segments count instead of 10.
03:41Again, a better viewport redraw than when rendering, a still fairly accurate
03:45account of the particle look.
03:47Let's take our Segments count back to 50.
03:50Lastly, one important thing to remember is that you can always cancel out of a
03:54rendering midstream by simply hitting the Escape key on your keyboard.
03:57Many times a quarter or a third of the way through a test render, you can see
04:01whether or not you're getting the actual look that you're aiming for.
04:04Now above all else when working with particle effects, think smart.
04:07Use the tools that Max gives you for speeding things up.
04:10You'll be able to finish your projects earlier and you'll lose your patience
04:14less often due to having to wait around for your results.
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2. Particle System Types
Spray
00:00A spray particle system, one of the 3ds Max original particle effects,
00:04is ideal for creating simulations like water coming out of a fountain,
00:08raindrops falling from the sky, or maybe the rocket thrust that you would see
00:12spitting out the back of the spaceship during takeoff.
00:15Let's take a look at some the settings.
00:17In the Command panel we'll go under particle systems, we'll choose the Spray, and
00:21I am going to drop on the middle of my Top view.
00:23Why don't we now hide our grids so we can better see the effect?
00:39And I'll reposition and resize our emitters so we get the best view.
00:45Let's scrub the timeline. With the Spray the particles travels in a straight
00:48downward fashion in the direction of the stick on the system's viewport icon.
00:54Let's take our front view full screen for closer inspection.
00:59Now once we there why don't we also get the particles lasting a little longer?
01:03On the right at the bottom under timing, we'll be the Start time set at zero.
01:07This represent when the particle emissions starts and we'll change the Life of
01:10our particle system to 100.
01:12This gives us the last frame the particles will be spit out.
01:15Now if you scrub the timeline, you'll be able to the effect that change has made.
01:23The particles are now being emitted for a longer elected time.
01:28As far as the controls for how the particles appear in the viewport, we have a
01:31couple of different choices in the Particles category.
01:33By default we've been displaying in Drops.
01:36Let's see how things would look using Dots and why don't we also check out Ticks.
01:44Okay, I am going to change my back to Drops.
01:51Now just above that there are also controls for the number of particles that
01:54display in each view and during render.
01:57Under Viewport count let's change it from 100 to 333.
02:07Let's try 1000, and we'll then take them back the original default value of 100.
02:19This is only affects which you see inside your viewport.
02:21It has nothing to do with when you actually render.
02:24That control is directly below that with Render Count.
02:27Right now our particles will be a little bit too small to render, so let's go
02:30down to the Drop Size and we'll take that to 10.
02:35Let's render up and see how things look.
02:40Now we will take the Render Count to 333 and render again.
02:48Now if you close the render, you'll notice there is no additional particle count
02:51inside the viewport.
02:52Remember again, this is only when rendering.
02:55Let's try and Render Count of 1000 and we will take another picture of that.
03:01Okay, we will close that and we'll return the Render Count to the original 100 value.
03:08Now when wanting to control the speed of your emission, you've got a
03:10control called Speed.
03:12Let's begin playback and then we'll change the speed of the emission to 5.
03:21You can see how things have been slowed down.
03:23Let's try a Speed value of 2, and again, things are going much slower.
03:34We will take that back to 5.
03:37Below that we have a setting that controls how the look varies in both speed and
03:41travel direction from one particle to the next.
03:45Let's change our Variation to 1 and see how that looks.
03:54We'll try 2 and we'll take that back to 0.
04:00Render wise, this Spray particle system is pretty limited to the actual look of each particle.
04:05Before we start rendering, let's change our display to Dots.
04:13Then down below that we'll see two different options for rendering,
04:16Tetrahedron and Facing.
04:18Go ahead and render.
04:21Now at this point our tetrahedrons, which are simply long slender piece of
04:24geometry, are quite small.
04:26To get a better look at the actual tetra geometry, let's change the size of
04:30each particle to 50.
04:33Now we can render again.
04:35So there are your Tetrahedrons, ideal for creating things like rain, water, or sparks.
04:40Now we also have a particle shape called Facing.
04:43Let's change over that. This is the render flat square shaped geometry that will
04:47remain perpendicular or flat to our screen.
04:52Facing type shape particles are designed to be used primarily when using a
04:56material to create your effect and they only work in either a camera or
04:59Perspective view, so let's switch over to using the Perspective window.
05:11Let me shown an example of how this would work.
05:13If we open up the Material Editor, you will see that I have already created a
05:16material that's going to take on the look of smoke.
05:19Let's double-click on a sample slot so we can get a larger viewing window.
05:24We can now close that out and apply the material to our particle system.
05:33Having changed over to the render type of Facing, let's go ahead and see how things look.
05:39The Drop Size might be a little bit too big for this effect.
05:42So let's take that from 50 to 35, and we can then render again.
05:58So that's Max's Spray particle effect.
06:00Now in the next video we're going to take a look at the Snow particle system.
Collapse this transcript
Snow
00:00Max's snow particle effect is another one of the holdovers from the early days of 3ds Max.
00:05And it works great for creating things like snow or confetti.
00:09It also offers a little more versatility over the Spray particle system by
00:13giving you a few additional settings for tumbling and rotation effects, in
00:16addition to a couple of extra render options.
00:19Let's drop one into our Top view.
00:32Now as you scrub the Timeline, you'll see how the particles travel in the
00:35direction of the icon stack and move in a random side-to-side fashion.
00:39Let's take our Front viewport full screen for closer inspection.
00:47We've got some controls as far as the way the particles display in view.
00:51Over on the right in the top particle section, you see we've got Flakes,
00:55Dots, and then Ticks.
01:05Render wise, we can output in six-point stars, triangles, or facing particles.
01:09Now as far as the particle count, you've got controls for both the viewport and during render.
01:15Both are located at the top of our settings.
01:17So for example, if we took our Viewport Count to 333, look at the difference.
01:23Here is with a setting of 50 and we'll take that back to the original
01:27default value of 100.
01:28Now this has no effect whatsoever over your render. That would be the render
01:33count directly below.
01:34Let's go ahead and render first one time through so we can see we're starting with.
01:39Leaving in the render window open, let's change our Render Count from 100 to 333.
01:46Rendering again.
01:47Why don't we also experiment with a value of 3000?
01:56And when rendered you can see the difference there.
01:59Let's take that back to 100.
02:07Now as far as the size of the actual particles, directly below your Viewport and
02:11Render Counts you'll see Flake Size. Let's try to setting of 5.
02:17We'll render again and why don't we instead experiment with a value of 10?
02:26Once that's set, we'll render one more time.
02:27Okay, I'm going to take that back to 2.
02:33Directly below Flake Size we've got Speed.
02:38Now to slow things down let's go ahead and change our Speed to let's say 5.
02:46We'll try 2 and you can see the difference there.
02:51Now, with a slower rate you'll notice the particles don't travel as far down to
02:55the bottom of the screen.
02:59This is because the value we have set for our last particle's emission.
03:04If you go a little farther down on the settings under Timing we'll want to
03:07now change our Life.
03:08Why don't we type in 100 and see the difference here.
03:16This will simply control the variance in speed from one particle to the next.
03:22So here we have things set at 2.
03:24Let's try 4 and then we'll go to 1.
03:33So with the Variation value, you're controlling not just the speed of each
03:36particle's travel, but also the direction that they are flying in.
03:40Now with Tumble you can control the amount of rotation with each particle.
03:46The setting ranges from 0 to 1.
03:49So with the setting of zero, we're getting no rotation per particle.
03:57With instead of setting it 1, we're now getting the maximum amount of
04:00rotation with each particle.
04:03Below that we've got our particle rate.
04:06This controls the actual speed of that Tumble.
04:13So watch the difference in rotation between the default setting of 1 and let's say 5.
04:23You can see with the higher number each particle is indeed spinning faster.
04:28We'll take that back to 1.
04:31Under Timing one more thing I want to mention.
04:36You can control not just the start and end times your particle emission, but
04:40also what is referred to as birth rate.
04:44Now to get that setting available we'll first want to turn off Constant.
04:51The Birth Rate controls the number of new particles that are going to be born at
04:54each frame, so watch what happens if we take our Birth Rate to 10.
05:01We'll go back to the beginning, playing things back from there.
05:07You can certainly see the difference in particle emission that that's made.
05:11That's the Snow particle system.
05:13Next we'll take a look at the Blizzard.
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Blizzard
00:00Max's Blizzard effect represents an advanced version of the software's original
00:04Snow particle system.
00:05So it can be used for the same various applications of the snow, falling debris,
00:09or maybe a moving cloud formation for an example, but it offers a few extra
00:13bells and whistles for rotation effects when the particles collide with
00:17something else in a scene.
00:18Let's drop a Blizzard in our Top view.
00:28And we'll move the icon around in the windows for a better look.
00:40Now if you scrub the Timeline, you'll notice like with all other Max particle
00:43systems, the particles originally travel in the direction of the icon's stick.
00:48Over on the right in the modify column you'll notice how things are now
00:51broken down by category.
00:54Under Particle Generation, you'll find the typical controls for a number of
00:58particles, Speed, Timing, and Size.
01:10Below that in the Particle Type category, you'll see that you now have options
01:14for choosing between standard shape particles like Spheres or Facing,
01:18in addition to options like MetaParticles and instance geometry, both of which
01:23we will be addressing in detail a little bit later on in the title.
01:25Further down in the settings, you'll also notice advanced controls as mentioned
01:29earlier for Rotation and Collision.
01:31I'll get to those by right- clicking inside the Modify column.
01:35When the menu opens, I'll choose Rotation and Collision.
01:40Under Spin Speed Controls you'll find your Spin Time.
01:43This allows you to control how long it takes for each particle to do
01:46one complete rotation.
01:48That setting would be in the number of frames.
01:52The Axis values offer you the ability to adjust the actual direction that
01:56each particle rotates.
02:02And with Interparticle Collisions, you have the ability to dictate how and what
02:07a particle would do if it collides with another.
02:11There is also a Particle Spawning Effects which will be demonstrating and have
02:14a chance to play around with an upcoming video.
02:21If you're looking for a little jumpstart in creating certain types of effects,
02:24you also have a handful of preconfigured preset selections.
02:33In the options you can choose things ranging from blizzards,
02:43to rain effects,
02:48to something a little slower like mist.
03:01There is even the opportunity to build your own effects, being able to save
03:04them for later use.
03:05Blizzard particle systems also come in handy for creating flocking type effects,
03:10like maybe a swarm of bees or an army of soldiers.
03:13So there is all kinds of different things that you can do by simply snooping
03:16around on the controls.
03:18So that's the Blizzard. Next up we're going to take a look at a particle system
03:21called PArray. We'll get to that in the next video.
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PArray
00:00The PArray particle system dances to the beat of a little bit different drummer
00:04than most of 3ds Max's other particle type effect emitters.
00:08PArray, short for particle array, allows a set of particles to be distributed over
00:13or emitted from an object that you pick from your scene.
00:16So unlike most other Mac systems where it's the actual particle viewport icon
00:20that forms the location for particle emission, with the PArray any 3D object in
00:24your scene can be chosen as from where the particles will originate.
00:28And that makes the PArray extra flexible for creating a wide variety of effects
00:33including explosions, where the object surface can be ripped into chunks that
00:37can then be precisely controlled to produce the explosive effect.
00:41Let's see what we can do.
00:42Because the particles on a PArray emanate from a scene object and not the
00:46system's viewport icon, we're going to first need to create something in our
00:49scene for that particle emitter.
00:51I'm going to use a basic sphere for my example, dropping one in my Top view.
00:55Now, so you know, the PArray can generate particles from any object that
01:00contains renderable faces.
01:02Because of what I'm going to be doing in just a moment, let's right-click,
01:05converting this down to an editable poly.
01:11Now, zooming out in the top view, I'll place a PArray directly at the side of my sphere.
01:28The particle array's placement, orientation, and icon size have absolutely no
01:32influence on the particle effect. Once in view,
01:35let's turn our attention of the controls on the right-hand side.
01:38First up under Object-Based Emitter let's click on the Pick Object button.
01:42This is our way of signaling to Max that we want to now select an object from
01:46our scene as the particle emitter.
01:48We can now click in any viewport on top of our sphere.
01:52Before going any further, verify on the right-hand panel the Object says Sphere001.
01:58Let's now change our Viewport Display to 100%.
02:08And so we can get a better visual display of things, we'll change the
02:11wireframe color on our sphere to navy blue and the color of our PArray icon to bright yellow.
02:27Once we've done that, if we now deselect and scrubb our timeline, we'll now have a
02:32better look at how the particles are being dispersed.
02:34I'm going to also zoom out of ways in each of my four views.
02:54So there we go. As we can see, the particles are actually being emitted from my sphere object.
03:03With the PArray reselected, let's go to the right and look under
03:05particle formation.
03:07These are a series of options that give us an opportunity to control just
03:10exactly where on the surface the particles are being emitted from.
03:14You can see we have choices Over Entire Surface, Along Visible Edges,
03:19At Vertices, and Distant Points.
03:21And a way at the bottom in that category an option for using selected subobject faces.
03:27Let's do this we'll activate Use Selected SubObjects. We'll then return to
03:32having our sphere is being selected.
03:34Okay, let's open up the Editable Poly entry in the stack going down to the Polygon level.
03:39In my Front view I'm going to select the top of my sphere as a series of polygons.
03:46To reselect the PArray, I'll use my select by name hot key, the letter H.
03:51When the list opens, I'll select Parray from the dialog.
03:56Let's now scrub the Timeline so we can see where on this sphere the particles
03:59are now being emitted.
04:08We might get even a better visual display by deselecting the PArray and
04:12scrubbing our Timeline again.
04:17So check it out. Now the particles are being emitted only from our series of selected polys.
04:24Let's try this.
04:26We'll reselect our sphere, getting back to the Polygon level selection.
04:31This time in the front view will window select only one or two middle rows of polys.
04:40Scrubbing our Timeline this time reveals a completely different interaction.
04:51Let's go back to dispersing our particles over our entire object, so I can show
04:55you a couple of nifty presets PArray offers.
04:58We'll get out of Polygon mode, reselect the PArray, then under Particle
05:01Formation turning off Use Selected SubObjects.
05:06Let's scrub the Timeline to make sure the entire sphere is indeed emitting the particles.
05:16Now, let's take our Perspective view full screen.
05:21The PArray comes with a set of preconfigured presets.
05:25Let's take a look at those.
05:25Now, they are quite a way down in our settings, so we'll put our mouse inside
05:29the Modify column, turning the cursor into a hand.
05:32From here, we'll right-click then from the menu choose Load/Save Presets.
05:38Let's begin our playback by using the forward slash in our keyboard.
05:41Now, as far as something as preset options, change over to Bubbles.
05:52Here is how things would l ook using a Comet effect.
05:56Why don't we also try Geyser?
06:02Then Shimmer Trail.
06:06So there is a bunch of different presets that you can play around with.
06:09Let's get back to our default setting and we can return to a few more setup options.
06:20When you're wanting to create something like an explosion, you'll want to change
06:23over to a different selection under the regular particle types,
06:27using what Max refers to as object fragments for the look of your particles.
06:32Let's do that. We'll right-click again on the right-hand side going back up
06:35to the Particle Type.
06:39Now, the option we're going to work with is directly below the Particle Type tab.
06:43We're going to change from Standard particles to Object Fragments.
06:47We'll now go down to a series of settings that are called Object Fragment Controls.
06:51Before we can actually see the results of these we're going to need to take our
06:54Viewport Display over to Mesh mode.
06:57That's going to take us just for a moment back to the top.
06:59I'm going to right-click and go to my Basic Parameters.
07:04Then under Viewport Display, we'll change to Mesh.
07:08Now, we get back to the fragments.
07:16Let's take things back to frame 1 and we'll scrub our Timeline.
07:25As you can see we now have hundreds of pieces of geometry coming off the sphere surface.
07:30Now, by the way as I scrub, take note that it's not the actual sphere that's
07:35breaking into chunks.
07:36The particles are coming off of the sphere, but being created by the Parray.
07:47Back on the right under object fragment controls, we can make adjustment for the
07:51number of chunks, and their thickness, and their overall behavior.
07:54Let's see what we can do there.
07:56Let's take our settings from All Faces down to Number of Chunks. Then for this
08:01example, I'll take the Minimum number from 100 down to 5.
08:04This should create a total of five fragments coming off our sphere.
08:10Let's scrub the Timeline and see if that's true.
08:18Why don't we go ahead and play that back and see how things look?
08:27Let's change a couple of things real quick.
08:29The frame at which the explosion occurs and the speed at which the fragments
08:32come off the surface.
08:34Both of those settings are going to be found under the Particle Generation
08:37tab. Let's get there.
08:42Now to begin, we'll take our particle timing Emit Start to Frame 30.
08:48This means the fragments won't blow away from the sphere until one second
08:51into our animation.
08:53Let's also change the Speed to 3.
08:58Now, if we scrub the Timeline, we'll also notice the particle chunks are hanging
09:02around only for what looks to be about 30 frames.
09:05The reason for that is under particle timing on the right our Life has been set
09:08to 30. Let's change that to 100.
09:14This will keep the fragment chunks visible for the entire length of our animation.
09:22Let's now go back down to our object fragment controls.
09:28Once we're there we can begin playback.
09:34Now we've got a control for the thickness of each fragment.
09:36Let's change that Thickness value to 3.
09:41See how now each chunk is got little thicker? Let's instead try 5.
09:47And you can see during playback, the fragments each of them being little thicker still.
09:50Let's return that value to 3.
09:54Now as far as the Number of Chunks, why don't we change that? We'll go up to 25.
10:01And why don't we also try 200 to see that effect?
10:10So now we have a bunch of smaller fragments totaling 200.
10:16Let's return the number of chunks to 25.
10:24The look of the geometry by the way, the pattern of each broken piece in other words,
10:27is coming from the original layout of the face as on our mesh sphere.
10:32So when using fragment geometry for your explosions, you may need to consider
10:36the need to specifically model in a particular pattern or layout to the way the
10:40faces in the geometry break apart.
10:42Now, you'll also notice that the fragment pieces appear to just pull away from
10:47the surface, moving in a straightforward and non-rotating manner.
10:52You can give those fragments a spin or rotation by going into the Rotation
10:56and Collision controls.
10:58I'll stop the playback, re-entering my settings menu by right clicking on
11:02the right-hand side.
11:04Okay, from the menu let's now choose Rotation and Collision.
11:08Let's go to reinitiate the playback.
11:15Under the Spin Speed Controls you'll see Spin Time.
11:18This is the number of frames to complete one 360-degree rotation.
11:22Well that would be per particle. Now the lower the number the faster the spin.
11:28So let's try a Spin Time of 30 and see how things look.
11:34Each particle is now doing a 360 degrees rotation over one frame.
11:38Let's try a Spin Time of 60.
11:43You can see how things have slowed down. Let's also experiment with 160.
11:50So there we go with a little more acrid of Rotation Spin for our particles.
11:56Now under Spin Time, you'll see a setting called Variation.
12:00This will allow us to vary the amount of spin for each particles, so maybe
12:03things don't look quite so uniform.
12:09Let's try setting the Variation to 50 degrees and on playback, you can see the
12:17difference that that's made.
12:27So that will give you a rundown of some of the more important PArray controls.
12:31We're going to be using those and many others as we get to the projects
12:34portion of our title.
12:36Next up, we'll take a look at the PCloud.
12:38I'll save this file as PArray particles completed if you'd like to look it over.
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PCloud
00:00Max's PCloud or particle cloud particle system works by forming particles in a
00:05couple of different ways.
00:07They can be dispersed and delivered in all directions, in a single direction
00:11that you can define, or its particles can be restricted or confined to the shape
00:15and size of the systems emitting icon.
00:18And that gives the PCloud system an extra edge up in some instances over its
00:22other particle system brothers and sisters.
00:24Creating cloud formations, space nebula, even soldiers marching in tandem or a
00:29school of fish can all be recreated with the use of the PCloud.
00:33If we create a PCloud in the Top view, it could be drawn out like a box.
00:37In other words, a three dimensional shape that has an inside volume.
00:51Now once in view, let's take our Perspective view full screen.
00:57In the right-hand side controls, you can change the shape of the particle
01:01emitter, using either a sphere, cylinder, or an object that you pick from the scene.
01:06In each instance, your particles can be configured to remain or stick
01:10within that viewport icon.
01:18Using an object-based emitter can come in particularly handy.
01:21I am going to create a cone to the left-hand side of the emitter icon.
01:37Reselecting the PCloud Emitter, I can now pick that cone as my 3D container.
01:49If we now change our Viewport Display to Wireframe by typing F3, we can now see
01:54how the particles are now being contained inside the cone.
01:57Now to get a better look at this, on the PCloud, let's change our Use Rate,
02:01the number of particles per frame, to 2000.
02:10Now once you do that, you will more easily see how the particles are indeed
02:14contained inside the cone.
02:16Now, a couple of different examples on where you could use this.
02:19Let's say we have a crystal ball that we would like to fill up with smoke or maybe
02:22we have some kind of fluid effect that we would like to confine to a bottle
02:25or other similar type of vessel.
02:27Now to continue on, let's select the cone and delete it from our scene.
02:31This automatically takes us back to using a boxed shape emitter.
02:35We can now center that emitter on the screen by simply typing Z key.
02:38For a few more settings let's reselect the PCloud, getting back to the right-hand column.
02:47We might also want to lower our Use Rate. Why don't we take that down to about 50.
02:56Now in the Particle Generation category, under Particle Timing, we will take the
03:00Emit Start time to 30 and the Emit Stop to 90.
03:08If we now scrub the timeline, we will see that currently our particles are now
03:11forming over two seconds.
03:24Let's reduce the number of particles being displayed a little further, taking our
03:27Particle Quantity back to a Use Rate of 10.
03:38By scrubbing the timeline, you will see the particles are still being confined
03:41to the Emitter icon.
03:42We are simply now using a fewer number of particles.
03:45Now, I am going to Hold right here.
03:49If you run into a situation where you want all your particles to be there from
03:53the first frame on, you would simply want to set both your Start and Stop times to zero.
03:57Let's try that.
03:58We would probably at this point also want to crank up the number of particles.
04:06So under Particle Generation, we will switch over to Use Total and we will
04:09change that value to 1000.
04:16This sets the total number of particles over the entire course of the animation
04:20to 1000, which will serve to more aggressively populate our confined area.
04:31If you scrub the timeline, you will see that now the particles are just there,
04:35not specifically forming over a specified period of time.
04:38Now a setup like this would work perfectly in the case of let's say forming a
04:41star field or maybe an underwater scene where you wanted to have some
04:45particulate matter floating in the water.
04:47In each of those instances, we would have a set number of particles confined
04:50to a specific space.
04:51Now I am going to return back to where I was originally working by fetching my scene.
04:59Scrubbing the timeline, you will see our Particle Timing is back to a Start time
05:03of 30 and a Stop time of 90.
05:06By giving the particles a speed, we can now have them break away from
05:09their confined space.
05:11Under Particle Generation let's change our Speed value to 2.
05:25Now when you play things back, watch the way things now look different.
05:31So now the particles still form over those two seconds between Frames 30 and 90
05:36but now they are no longer confined to the space inside the actual Emitter icon.
05:40How would things look if we change the speed instead to let's say 5?
05:46Now, here you can see the particles are breaking away in a more rapid fashion.
05:53Let's take our speed back to two.
06:02You can even restrict the direction of your particles.
06:05In the Particle Motion section, we will change the Direction Vector.
06:09This would come in handy for maybe a school of fish or let's say a flock of birds.
06:16Leaving the Vector setting of 1 in the X- direction, let's go ahead and scrub our timeline.
06:28If we took X to zero and Y to 1, you will see that simply now moves our
06:32particles in a different direction.
06:33I am going to change that back to the particles moving across my screen left to right.
06:49Now what could do in a situation like this is to build let's say a fish or bird
06:52using it as instance geometry.
06:58If you then animated your instance fish, swinging its tail from side to side, or
07:02maybe your instance bird, flapping its wings up and down, you would then be
07:06able to create either a school or flock, either way, on its way to their next destination.
07:11It would be that easy.
07:13So that's the PCloud.
07:14Think of it as a volume or container of particles that can either stay
07:18restricted to a confined space or have the flexibility to shoot out in one or all directions.
07:24I am going to go ahead and save our scene out as PCloud Particles Completed if
07:28you would like to look it over.
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Super Spray
00:00As non-event driven particle systems in 3ds Max go, the SuperSpray offers
00:05probably the most versatile set of tools and potential effects for your scenes.
00:10Smoke, sparks, fluid effects, they can all be easily set up using what
00:15many think of as Max's Swiss Army knife for special effects, the good old SuperSpray.
00:20Let's take a look at how it works.
00:22I'll drop a SuperSpray in the middle of my view then rotate and reposition for a better look.
00:50Now to get a better visual, we'll change the Viewport Display from 10% to 100%.
01:01The emission on the SuperSpray starts at the middle of the particle icon and
01:05travels in the direction of the arrow.
01:07Although the particles emit from a single point in space, their spray can be
01:11adjusted using the Off Axis and Off Plane values near the top of the settings
01:15under Particle Formation.
01:17I might change the Off Axis Spread to 20 and the Off Plane Spread to 50.
01:30If we now orbit the view, we'll see the difference that's made as far as
01:33particle dispersion.
01:37I'll perform my orbit using the Alt+Middle Mouse combo.
01:40Now as with all of Max's particle systema, you can quickly change the way the
01:43particles are displayed in the viewport.
01:46With the SuperSpray, you have options for Ticks, Dots, Mesh, all of the particles
01:51are now looking quite small, and BoundingBox if you're using instanced geometry.
02:01For this illustration I'll take my display back to Ticks.
02:04Now as far as particle timing, by scrubbing the timeline you'll notice the
02:10SuperSpray is set to initially emit particles only over the first 30 frames of animation.
02:15So inevitably you want to crank that number up to whatever frame number fits
02:19your effect in project length.
02:21To add to that emission time, we'll go into Particle Generation, changing the
02:24Emit Stop value to 100.
02:42You can see how that change now allows us to emit particles over the entire
02:46length of our timeline.
02:52Why don't we also increase our particle Size and switch over to using the Mesh
02:56display within our view?
02:57I'll do the latter first.
02:58We'll go to the backup to the top, changing the Viewport Display type to Mesh.
03:04Now for the Size, we'll find that value under Particle Generation,
03:07a little further down.
03:13In the category, let's change our Size to 10.
03:21As for our particle type, we've got all the standard particle shapes to choose from.
03:26We'll find those under the category named Particle Type.
03:33We can choose between Spheres, Cubes, and Facing should we be creating a
03:38material driven effect.
03:43Under Particle Type, we can also choose to use Instanced Geometry.
03:47This will give us the option of being able to pick an object from our scene as
03:51to the look of our particle.
03:53Let's take a look at how that would work using a teapot.
03:55I'll go back to the Create tab, under Geometry, creating a Teapot on the lower
03:59right-hand part of our view.
04:05Now to make the switch over to using our Teapot as our particle shape, we'll
04:09reselect the SuperSpray, then change our Particle Type to Instanced Geometry.
04:16Once we've done that, we'll have to identify the Teapot as being that particle shape.
04:20You can do that a little further down in our settings.
04:25Under Instancing Parameters, click on the Pick Object button, then select the Teapot.
04:33Because we have our particle size set up to 10, obviously things are blown out of control.
04:39With that teapot now selected and the original size it is, we'll change the size
04:43of our particles on our SuperSpray back down to 1.
04:50Let's now scrub the timeline to see how things look.
04:59Now the SuperSpray also offers a particle type called MetaParticles, which comes
05:03in real handy when creating fluid type effects.
05:07We're going to be looking at MetaParticles in detail in another video, but let's
05:10see if we can set something up real quick to give you an idea of how they work.
05:14Now they are very render intensive without changing a couple of specific
05:17settings, so please follow along with me closely.
05:20Let's start by going back up to the top of our controls, changing the
05:23Viewport Display to 50%.
05:30We'll now for effect change the Spread settings, Off Axis going to 10, Off
05:35Plane staying at 50.
05:40Now we'd also like to make it so our MetaParticles don't die off after a
05:43certain number of frames.
05:45So under Particle Generation, we'll take our Life value to 100.
05:51This is where we need to be more careful.
05:53Let's first take our timeline back to frame 0.
05:56You can do that by simply hitting the Home key on your keyboard.
06:00For our MetaParticle effect, we'll now change the size of our particles to 30,
06:04and we'll vary that size by 50.
06:07That'll mix things up a bit.
06:15Okay, now that we've done that, and you are at frame 0, let's go and change our
06:18Particle Type from Instanced to MetaParticles.
06:25Now before scrubbing the timeline we've got another big one here.
06:29Under MetaParticle Parameters, turn off Automatic Coarseness.
06:32Now that'll activate the Evaluation Coarsenss for both Render and Viewport.
06:39For the Viewport Coarseness, change that to 5.
06:45What this does is control how accurately the particles are calculated, in this
06:49case within the viewports.
06:51The higher the coarseness value the fewer the calculations. With those fewer
06:55calculations though, comes a lower detailed particle flow.
06:58So at a viewport setting of 5, we won't be slowing ourselves down too much and
07:02still we'll get some detail to our particles.
07:04Now with that in place let's go and scrub our timeline.
07:10So that's pretty cool how that works.
07:12Now if you want a little more viewport detail, you can crank that number down to let's say 3.
07:18You are going to need to let the quality of the components in your computer
07:21determine just how low you can go.
07:22Now if you scrub the timeline and you start choking, you might have taken things
07:26done a little bit too low for your system resources.
07:30Scrub the timeline again and you can see how things have turned out.
07:37To finish things up, I want to take things back to the Standard Type particles.
07:47The SuperSpray also has control for Spawning Effects, where one particle can
07:51spawn or divided into several.
07:53Now these settings allow you to specify as to what happens to your particles
07:57once they either die off or if they collide with something else in your scene.
08:01This comes in real handy for creating things like metal sparks for example.
08:05Coming off of a grinding wheel and breaking into dozens of smaller pieces
08:08as they hit the floor.
08:09That can all be controlled with spawning.
08:11Lastly at the bottom of the SuperSpray controls, you have a series of
08:15preconfigured presets that could be pulled right off the shelf to get an effect
08:19up and running in as little time as possible.
08:23Bubbles, Fireworks, Welding Sparks, they're all there.
08:26These controls that I've just highlighted will make for the possibility
08:29of hundreds of different effects, making the SuperSpray a real go-to tool for particles.
08:35Now we're going to be using this power packed system for creating several of
08:38the effects that we've got coming up, but don't limit yourself to what I'm showing you.
08:42This baby is chock-full of things that it can do, so get to playing around.
08:46You learn the ins and outs of the SuperSpray and you're going to be a good deal
08:49closer to being able to call yourself a special effects master.
08:52I'll save the scene out as SuperSpray Particles Completed, if you'd like to take a look.
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3. Introduction to Particle Flow
Understanding particle flow
00:00The particle flow works differently than all of 3ds Max's other particle systems.
00:05It's referred to as an event driven particle effect, meaning that certain events
00:10over the course of the system's life trigger different things to happen as to the
00:14particle systems look and behavior.
00:16Those changes could be in the particle shape, its color, whether it spends or
00:21may be whether it breaks off an even more particles.
00:24So there are all kinds of things that can be programmed into an event, and the
00:29number of events a particle flow can take on are endless, meaning a flow
00:33particle could go through dozens of different states or conditions over the
00:36course of an animation.
00:37Let me give you an example of how an event driven system might work.
00:42Maybe you have a project that calls for a change in the weather. Using a
00:45particle flow you could create a cloud formation positioned over your scene.
00:49Those clouds are originally looking wispy and white. At a later point in the
00:53animation as the weather begins to change, your skies all of a sudden turn cold
00:58and gray, signaling to your audience that there's a storm just ahead.
01:02Moments later the clouds open up, sending rain falling to the ground.
01:06Those changing weather conditions could be easily controlled within the particle flow
01:10merely by the way you create, wire together, and test your flow events.
01:15It'll make more sense once you put a few flows together for yourself.
01:19The big thing to understand at this point is that a Pflow is driven by the
01:23events that you program into it.
01:25Each event being able to change the behavior of what flows into that event.
01:29Now does that make sense?
01:30It's pretty neat how it works.
01:32Now obviously with all those possible changes comes a much longer list of
01:36different parameters and settings that may need to be adjusted.
01:39So in as much as a particle flow is more versatile than it's non-event
01:43driven counterparts,
01:44it's definitely also more comprehensive and time-consuming in its setup.
01:49With a particle flow, no doubt about it, you dance to the beat of a different drummer.
01:52Why don't we go ahead and move into the next video where we'll start
01:56putting things together?
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Navigating the Particle view
00:00A particle flow incorporates a very step-by-step add pieces to the puzzle
00:04methodology in creating its effect.
00:07Let's add one to our scene, and we'll see what we can do.
00:10On my right we'll go under Standard Primitives, choosing Particle Systems.
00:14The top left entry labeled PF Source is our particle flow.
00:18Let's drop one into the middle of our Perspective view.
00:29In the controls on the right under the Emission tab, you have your Icon Type.
00:34This controls the shape of your emitting icon.
00:37Your options are Rectangle, Box, if you want to go a little
00:41more three-dimensional.
00:44You can choose to emit particles from a circular shape or from a Sphere.
00:50As a side note you can also use Instanced Geometry from your scene as the
00:54emitter, which comes an awfully handy in certain situations.
00:58Now, for this example I'm going to change the Icon Type back to Rectangle.
01:02The Quantity Multiplier settings control the percentage of visible particles in
01:06both your viewport and during a render.
01:09Now this ones a big one to keep in mind when your system starts slowing down
01:12because of running out of gas, something that unfortunately happens quite often
01:16when dealing with particles.
01:18When scrubbing the timeline, you'll notice the particles spit out of the emitter,
01:22traveling in the direction of the icons arrow.
01:24So the PFlow in that instance works like most of the other particle systems in Max.
01:29Okay, when constructing your flow, you'll be working in what is called the Particle view.
01:34You've got a button for that about halfway down the right-hand side or you can
01:37use the hot key, the number 6.
01:43This is the main interface for setting up a PFlow effect, where things called
01:47events are built and wired together to control a particles behavior.
01:51Now, the Particle view has five main elements or areas.
01:55The largest area on the upper left is referred to as the event display.
01:59This is where the particle diagram appears.
02:02That's what Max calls what you currently see.
02:04The event display is the real meat of particle flow.
02:07It's where the adding and organizing takes place.
02:10What you see at the moment is the default particle flow setup, which contains a
02:14particle emitter and the minimum necessary components, in other words
02:18the minimum number of events in order to create the most basic of PFlow systems.
02:22Those two separate boxes are the events.
02:24One is listed as PF Source 001;
02:27the other is named Event 001.
02:28Now those are just their default names.
02:31Both though are considered events.
02:33The second box named Event 001 contains a series of what are called operators
02:37that control the particles.
02:40You've got an operator called Birth that controls the particles emit, start and stop times.
02:45There's a Position operator that determines where the particles actually emit from.
02:50You've got Speed and Rotation operators, a Shape operator that controls the actual
02:55shape of your particles, and the final entry, a Display operator, which dictates
03:00the display within your viewport windows.
03:03Now, something important to know. Max calculates the operators in an event from
03:08the top of the list down.
03:10So the higher up in the list, the earlier that particular operator will be put into effect.
03:15Now sometimes that can be important, where an operator is positioned in the list.
03:19At other times though, an operator's position makes no difference whatsoever.
03:24You'll get a better feel for all that once you've played around a little more.
03:27So the default setup consists of two events. One called PF Source, the
03:32other called Event 001.
03:34Now that top of that is always referred to as a global event, meaning that
03:39anything, any operator in that event, will effect every particle in the system.
03:43The global event takes its name from whatever you type in as the name of
03:47your PFlow icon on the screen.
03:49It'll be called PF Source unless you rename it.
03:52Now, by default the top of that consist of a single operator that simply
03:56specifies the rendering properties for all the particles of the system.
04:00That operator as you can see is called render.
04:02Now if you click on it or any other operator name in the flow, the settings or
04:07parameters for that operator are going to be displayed over on the right-hand side.
04:11That area is called the Parameters panel.
04:14Now take a look at that second event.
04:15That event is referred to as the Birth event.
04:19It gets its name from the fact that it must contain a Birth operator, which
04:22controls both the number of particles emitted and as mentioned earlier, their
04:26start and stop times.
04:29That Birth operator should always be at the top of the Birth event, as it
04:33describes the actual emission of the particles.
04:35Now below the event display is an area called the depot, which holds all the
04:40available particle flow actions.
04:42An action is simply a general term that Max uses to identify a PFlow operator
04:47or what we'll be using quite often, something called a test.
04:50You can think of the depot as the particle flow's supply or part store.
04:55Where you'll go whenever you're looking to add something, a new part into the flow.
05:00Operators are displayed as either blue square or green circle icons, while the
05:04tests are shown in the list as gold diamonds.
05:07If you click on either an operator or test, the Description panel on the
05:11right will display a description or summary of what that particular operator
05:15or test is designed to do.
05:17So you'll see the Shape operator, for example, being in the creation method for
05:20both 2D and 3D particles.
05:22A Speed operator, controlling the initial speed of your particles, and an
05:28Age Test, being used to control when a particle might pass from one event to another.
05:32Lastly, at the top of the dialog you've got your menu bar, which contains the
05:37options you'll use for adjusting and analyzing the PFlow.
05:42So that will give you a general overview of some of the things you need to know
05:44when using the Particle view.
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Working with operators
00:00Let's talk about working with operators.
00:03The file on screen is named PFlow operators and it represents the carryover
00:07from our last video.
00:08Opening up the Particle view we can take a look at the structure of our
00:11current flow system.
00:13Now we can do that either clicking on the Particle view button on the right or
00:16simply using the keyboard shortcut, the number 6.
00:20Each entry currently displayed is an operator.
00:23Simply put, an operator provides a set of parameters that control a single
00:27component of a particle system.
00:29Those parameters can many times be animated, which allows a particle to change
00:33behavior even within a single event.
00:36Clicking on the name of any operator opens its settings and controls on the top
00:40right side of the Particle view.
00:42That right side section being officially referred to as the Parameters panel.
00:47Behind each operator's name in the event, in parentheses, is that operator's most
00:51important or most typically adjusted parameter.
00:54With Birth, that would be the particle emission times, both stop and start and
00:58the total number of particles.
01:01The Rotation operator listing the direction the particles travel, while the
01:06Shape operator gives us an indication of the actual shape of the particles being emitted.
01:11Using the resources in the Depot, an additional action can easily be worked into
01:15the current PFlow layout.
01:17You may remember that the word "action" simply serves as a general term that can
01:21be used to describe either an operator or a test.
01:24To add something to the existing particle flow structure you'd simply drag it
01:28from the Depot over into the Event display.
01:31Still holding down your mouse that action could then be either added to the
01:34event or used for the purpose of replacing an already existing action, which
01:39of those ways you go is determined by how and where you drop the action into the event.
01:44Let's go into the Depot and select the Scale operator.
01:48Now holding down your mouse we'll drag it into our second or lower event.
01:54Notice that you see either a red or blue line.
01:58If when you drop the event a blue line shows up, you'll be adding that action
02:02into the existing event, in between the actions above and below where the blue line shows.
02:07Let's try that. So you can see now the Scale operator has been positioned
02:13between the Speed operator and the Rotation operator.
02:17Now any time you want to delete an action you can simply select it and hit the
02:20Delete key on your keyboard.
02:23If you instead let go of your mouse, basically dropping it into the event when
02:26a red line shows, the existing action, the one your mouse is over, will be
02:30deleted and replaced by the action that you are dropping in.
02:34As you see the Scale operator has now replaced the Speed operator.
02:39Let's take things back to the way they were using the Ctrl+Z, Undo shortcut.
02:45Now, when dragging and dropping for the Depot, you actually have a third option.
02:49If you instead take your action and drop it into an empty area of the event display
02:53you'll be creating a brand new event. Let's try that.
02:57With that, we would now have a third event that we could wire into our particle system.
03:02For our example, let's select that newevent, its labeled Event 002, and then hit Delete.
03:07By the way, any eent can be turned off by merely clicking on the light bulb to
03:12the right of its name.
03:16An action can be disabled within an event by simply clicking on its icon.
03:25And you can easily change the layout of your particle events by merely grabbing
03:29their name, holding the mouse, and moving it around the screen.
03:31So that will give you a few things regarding working with operators.
03:39Next step, we will check out how you go about adding tests into an Event.
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Adding a test to an event
00:00In this video, we'll take a look at adding a test into an event.
00:04I'll be using a file named PFlow Test, which I have held over from work done in our last video.
00:09Now what makes particle flow such an extremely versatile particle system is
00:13that its particles can be programmed to travel from one event to another, which
00:17then completely changes the look or behavior of the particles as they enter that new event.
00:22That transferring from one event to another is set up by creating something in
00:26the event called a test, which is merely a set of conditions that must be met in
00:31order for the particle to be passed along to the new event.
00:34To understand how things work, think of a test as the decision-making part of the particle flow.
00:39Better put, it's passing a test that allows a particle to then be redirected to
00:43another event as long as the criteria of that test is met.
00:47It would be kind of like having to give a secret password at the entrance
00:50door to the next event.
00:51If the particle gives the right password, which means it going to answer yes
00:54to the conditions set forth of the test, then that particular particle is
00:58allowed to pass into the next event, giving it a brand-new set of parameters and settings.
01:03If the particle can't pass the test because it doesn't meet the conditions
01:06outlined in the test criteria then that figure particle simply remains in the
01:10event that its currently in, continuing to be controlled by the existing event,
01:14settings and parameters.
01:16In other words, it keeps doing the same thing it's already doing.
01:18So a test triggers a particle's transfer to a new event.
01:21Well, that's if the conditions of that test are met. And that testing procedure
01:25can be done over and over again throughout the course of an animation.
01:29So just because a particle doesn't pass a given test the first time through
01:33doesn't mean it won't be given opportunities to do so later on.
01:36Now, understanding this pass or don't pass testing procedure is essential if you
01:40are wanting to get the most out of your PFlows.
01:42Okay, let's go play around.
01:44Now by default, PFlow particles display on the view as ticks.
01:48Traveling in the direction of the icons arrow and being emitted over the entire
01:51surface of that icon.
01:53Now in the render you'll notice the shape of the particles is being displayed as 3D cubes.
01:57Now that can easily be changed.
01:59Let's close the render then open our Particle view to by typing 6 on the keyboard.
02:02Why don't we first change the way the particles are being displayed in the viewports?
02:06Now on the second event down, the Birth event, labeled Event 001, let's click on
02:11the Display operator.
02:12You'll find that at the bottom of that event list.
02:14Over on the right you'll notice the type currently set to Ticks. We're going to
02:17change that to Geometry.
02:19Now back on the left, on the Display operator, see that little green dot?
02:22That represents the visual color display within the viewports.
02:25I am going to click on that, taking it to a bright yellow. Now, why cubes?
02:31Well, take a look back at the Shape operator over in the Particle view.
02:34In the Shape operator's parentheses, which is basically its most important
02:38setting, you'll see the name Cube 3D.
02:40Now when you've clicked on that, we can now change that setting over in the top right corner.
02:44We'll leave it set to 3D then change from Cube-- now look at all the different
02:47options here. Why don't we go ahead and choose Hearts?
02:51Let's go ahead and again render the Perspective view and see how that looks differently.
02:54And we'll close that up, changing it back to the 3D Cubes.
02:58So think what we have here. The Display operator controls how the particles are
03:01displayed and the Shape operator controls what shape the particles display in.
03:07What we're going to do now is add a test into the mix.
03:08We'll then use that test the wire or associate the Birth event to a brand-new event.
03:14So if the particles pass the test criteria we set up they'll automatically be
03:18passed along to the new event.
03:20Now, in the Depot find the action called Age Test.
03:23It's the first yellow diamond-shaped icon.
03:25To find how the Age Test works click on its name then turn your attention to the
03:29lower right corner of the Particle view.
03:31Now look what it says for the Test Description. An Age Test is basically
03:34designed to test the age of a particle.
03:36If it meets a certain age that you set up in the settings it will then be passed
03:40on to a new event. That's basically how it's designed to work.
03:43Now here is what we are going to do.
03:44We're going to drag the Age Test from the Depot.
03:47We'll put it in Event 001 at the bottom of the list, below Display.
03:50Now very important, when you let go, make sure the color of the line that you see is blue.
03:56Remember, if that one is red when you let go the mouse, that Age Test will
03:59instead replace that operator.
04:02So there we go, listed as the last entry in the second event.
04:05Now that we have our Age Test in place we can create a new event, then wire our Test to it.
04:09We'll do that in the next video.
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Wiring events to change a particle's behavior
00:00In this video, we're going to take a look at wiring one particle flow event to
00:04another by means of a test,
00:06that test designed to lay out a defined criteria for the system particles to
00:10either pass or fail.
00:12Passing particles being given the green light to go on to another Event while
00:16failing particles, particles that didn't meet the testing criteria, being
00:20instructed to stay exactly where they are in their current Event.
00:24I'll be setting things up in a file named PFlow Wiring.
00:27It's a continuation from our last video.
00:29Opening Particle view reveals the fact that we've added in an Age Test as the
00:33last entry in our second event.
00:35That being done by a simple drag and drop from the Depot into the Event Display,
00:40which is the formal name of the largest area in our Particle view window.
00:43Now, notice the Age Test entry in the event looks a little different than all
00:47the other operators listed above it.
00:49Along with being yellow in color, the test has a little blue connecter marker
00:53to its left-hand side.
00:54That connector is referred to as a Test Output and it's used to indicate the
00:59branching or redirecting of the flow in the particle system.
01:02Now remember, a test is kind of like a door that opens to another event but only
01:07if certain conditions or criteria are met within the test.
01:11It's going to be the test marker, off to the side of the Age Test, that we'll
01:14be using to connect our test to a brand- new event that which we will be setting
01:18up in just a minute.
01:19Before that though, let's make a couple of adjustments on the Age Test settings,
01:23basically defining our criteria that our particles will either pass or fail.
01:27With the Age Test selected we'll turn our attention to the upper
01:29right-hand settings.
01:30For the Test Value we'll use 15. For Variation we'll take that down to 0.
01:35Note that the Test Type is that the Particle Age.
01:38That's right at the top of the settings.
01:40This means that with the numbers we've used, any null particles that have
01:43existed for more than 15 frames will test true, and in doing so will be passed on
01:48to the next event, once it's been wired up.
01:51Now we'll create a new event and wire it into the test.
01:54What we'll do is have any particles that passed the test, change shape once
01:58it's been on the screen for 15 frames. So 15 frames after it's been emitted.
02:03Because it's a Shape operator that controls a particle shape we'll use that as our new event.
02:08So from the Depot we'll drag a Shape operator to any empty area of the Event Display.
02:13Doing this makes the Shape operator appear as a new event.
02:16Notice its name, Event 002.
02:19Now, why don't we reposition our new Shape event under the second event?
02:22We've got a few commands in the lower right-hand corner of our Particle view
02:25that we can use to navigate the window.
02:27Okay, see this circular or round icon sticking out of the top of our new event?
02:31That little icon is known as an event input.
02:34In other words, where you input or plugged into the event.
02:37Now you might notice our second event, labeled as Event 001, also has an event input
02:42which was automatically connected to the Global event, the top event
02:46when the PFlow was created.
02:48Our new third event, it's just hasn't been connected to anything yet.
02:51Also take note that the PFlow automatically added a local Display operator to the new event.
02:56This was done so we'll be able to see the particles from the new event
02:59displayed in our viewports.
03:01Now, one comment real quick.
03:03On that new event we just created, where it was positioned in the display
03:06window makes no real difference.
03:08We put it where we did simply to make the wiring of the two events a little more
03:12convenient, which is probably a good habit to get into.
03:15So when throwing in new events, try to position them in the display window in an
03:18easy-to-follow flow design.
03:20It will just make things a little easier to understand and follow.
03:23You're going to find that things get a little busy in the display window as you
03:26keep adding in new stuff.
03:28So keep your layout logically organized. It'll reduce confusion if and when
03:32things get a little more complicated.
03:33Let's now do the actual wiring of the Age Test to the new event.
03:37Position your mouse over the blue dot at the left end of the Age Test's test output.
03:42The cursor should change into three arrows pointing inward toward a
03:44circular connector.
03:46Now drag your mouse over the Event 002 input marker then release.
03:50As you drag, your cursor will change from a three arrow icon to a
03:54circular connector.
03:55That's the way it'll look when over empty space.
03:58When you're directly on top of the Event 002 input marker that cursor will
04:02change again, this time looking like a four arrow icon.
04:05Now, if you did things right you should now see a blue wire connecting the two events.
04:10That wire indicates that any particles that meet the conditions stipulated in
04:14the Age Test will be passed through the wire to the new 002 Event.
04:18Being then influenced by whatever variables have been set up in that other new event.
04:23Now if you ever mess up and want to remove a connecting wire, all you simply
04:26have to do is window-select the wire.
04:28It'll turn yellow. Then right-click, choosing Delete Wire.
04:31Let's go ahead and reconnect things back up.
04:33Now you can actually drag either way.
04:34So this time we'll do it in the opposite direction.
04:37Another way to delete the wire is to merely select it then hit the Delete key on the keyboard.
04:41Now at this point, if you want, you could reposition any of your events.
04:44So we now have the Particle Flow setup, so any particle that's been around for
04:4815 frames will be passed along to the new event, which through the new Shape
04:52operator, the new event will change shape.
04:54Now if you're having any trouble with your screen redraws you could always go to
04:59the right-hand panel down at the bottom, changing the Quantity Multiplier for the Viewport %.
05:04This would simply remove some of the particles being seen in your view when scrubbing.
05:07Okay, let's now go into the new event and change the particle shape.
05:11To do that we'll go into the Shape operator for our event named 002.
05:15in the right-hand panel let's now change this from 3D Cubes over to Torus.
05:19Let's minimize the view window again, scrubbing one more time.
05:24Now I've yet to see any difference as far as the original viewport display.
05:27We better get back in Particle view.
05:29Well, look at Event 002. Here is the reason why.
05:32The Display has been set to Ticks.
05:34We'll select the Display operator, then change the type of display to Geometry.
05:38Let's now scrub the Timeline.
05:39Now check out what's happening.
05:41Starting at frame 16 the particles that are at the head of the stream start
05:45changing into Torus, indicating that they've now entered that new third event.
05:49Remember, 15 frames is what we set as the Age Test value.
05:52As you get further into the animation more and more particles pass the age of 15
05:57and in doing so become eligible then to enter the next event, which changes them
06:01into the look of a Torus.
06:02That's how you go about setting up your test criteria, then wiring one event to another.
06:07In our next video, we'll see if we can finish things off by making a few
06:10additional adjustments to our particle flow settings.
Collapse this transcript
Adjusting particle flow settings
00:00With our particle flow now wired into a new event, let's make a few adjustments
00:04to some of our operator and test settings.
00:07We'll do that using a file named PFlow Adjustments, which was saved up at the
00:11end of our last video. Okay!
00:13Let's see what we can do.
00:14For the purpose of a cleaner redraw during video viewing, let's change our
00:18playback speed in Max's Time Configuration dialog.
00:21We can do that by right clicking at any of the timeline arrows down in the
00:24lower right-hand corner.
00:25In the Playback settings about a third of the way down, we will leave it set to
00:28Real Time but change it to one-half speed.
00:31Now for even a cleaner redraw, let's change the Viewport Display to 35%.
00:37We can do that on the PFlow icon under Quality Multiplier on the right-hand side.
00:41Okay! Let's open our Particle view and let's see what we can do.
00:43You again can do that typing the hot key, the number six.
00:47So we can work in Particle view and still see what's happening on our screen.
00:50We're going to have to move our PFlow icon over to the right-hand side of the view.
00:54Okay! Let's start by changing the speed of our yellow cubes. Now that's going to be
00:58done under the event labeled Event 001.
01:01We're going to want to select the Speed operator.
01:03Let's now change that Speed down to 150.
01:07You could see the way that slowed things down.
01:09Now a higher value would obviously take us in the opposite direction.
01:12Let's try a Speed of 600, so you can see things are now dropping much more rapidly.
01:17Let's return that value back to 300.
01:19Now on the Speed operator, we can also change the direction of the Particle Emission.
01:22Let's change that from an Along Icon Arrow to Random 3D.
01:26Now for the size of our Torus, let's drop down to the event labeled Event 002.
01:31In there we're going to want to highlight the Shape operator. Okay!
01:33Back on the right, let's change the size to 30.
01:35This should increase the size of our Torus threefold.
01:40Now from here if we wanted, we could also change the particle shape.
01:43Let's switch from the Torus to the Star of 5-point.
01:46If we wanted to change the viewport display color of either particle,
01:49we could do that also.
01:51Let's stop the play and I'll work on the yellow cubes.
01:53Now that again is going to be labeled Event 001.
01:56If you look to the right of the Display operator, you'll see that little yellow dot.
02:00Let's click on that, changing it to red.
02:01Why don't we also see if we can put a little spin on our second particles?
02:05Now that's going to require us to add a brand-new operator into the second event.
02:09In the Particle view depot, locate the Spin operator.
02:12We can now drag and drop that operator anywhere within the 002 event.
02:17Now I'm going to position mine between the Shape and Display operators.
02:20Now remember when you drop, you're going to want to use a blue line and not a red.
02:24Let's change the Spin Rate from 360 to 90, and to vary the green star rotations
02:29will take the Variation to 500.
02:31So now we have some stars spinning quickly while others are going much slower.
02:35Now I want you to notice the only particles that are actually spinning are going
02:38to be the ones in that 002 event.
02:41The red cubes are getting their orientation from their Speed setting.
02:44Remember we set that direction to Random 3D. Okay!
02:48Why don't we now adjust our Age Test?
02:50Now remember, it's been set to go off at 15 frames, so each particle that's been
02:54around for one-half second or 15 frames will immediately pass on to that new event,
02:59that event taking it from looking like a cube over to a green star.
03:02Let's change that Test value on the Age Test to instead 30.
03:05This will keep the red cubes hanging around for longer and if we change that
03:09instead to 5, well, you can see the difference in the effect there.
03:13Now the cubes are only taking five seconds in order to change to the Star.
03:16Let's return that back to the original setting of 15.
03:21Now, that we have our events a little more nailed in place, we can rename them.
03:24Let's change the name of Event 002 to Spinning Stars.
03:28Now to do that in Particle view, you'll select the name of the event,
03:31right-click, then choose Rename.
03:33Once you've typed things in, hit Enter on your keyboard to lock things down.
03:40Event 001, let's name that Red Cubes.
03:42Now you can also add what are called Comments to any event or any entry.
03:47Let's add one to the Birth operator onto the Red Cubes.
03:50We'll simply select the birth operator entry, right-click, then go all the way
03:53down at the bottom, choosing Comments.
03:56This just gives us an opportunity to type in a little text as reminder.
03:59Why don't we type in "They last 30 frames."
04:03When we're done, we can go ahead and click the OK button down at the bottom.
04:05Now when a comment is attached, you'll notice a little red triangle on the upper
04:08left-hand corner of either the event for the specific entry.
04:11To get to that comment, you simply want to double-click on that red triangle. Okay!
04:15Let's now have a second event particles affected by little wind.
04:19Now this brings up something we haven't talked about yet.
04:21With all of Max's other particle systems, the non-event driven ones, forces like
04:26Wind and Gravity, even Deflectors, were all added to the effect by way of the
04:31Bind To Space Warp command.
04:32You simply connect to the particle system to whatever was going to affect it.
04:36That's not how things are done with particle flow.
04:38With a PFlow system force-type effects by way of, you guessed it, either
04:43an operator or a test.
04:45So it serves as a completely different way of doing business.
04:48Let's first drop a Wind space warp into our scene.
04:50Then I'll show you how to set things up.
04:52To do that we'll minimize Particle view, then go back to four views on our screen.
04:56Now we can simply add the Wind the regular way. We'll do that in our left-hand window.
05:00We'll go to our space warps, click on Wind, then drag it out in the left-hand view.
05:05With the settings on the right, let's change the Strength to 0.2, and we'll take
05:08the Turbulence to 5.
05:13Now for the Wind to affect our particles as a force effect, we'll add a Force
05:16operator into the mix.
05:18Now we're going to want the Wind to only affect the Spinning Stars.
05:21So first find the Force operator in the depot.
05:24Now drag it into the Spinning Stars event, positioning it anywhere along within
05:28the entries. I'll put mine below this Shape and above the Spin operator.
05:32Now there is a couple different ways to get our Wind space warp into the operator.
05:36On the right, up at the top, you'll notice two buttons, Add and By List.
05:39Clicking Add would allow you to select the space warp either from the scene or
05:43by a Select list by typing h. Now either way you want to go, let's go and select
05:47that Wind space warp.
05:48If you've made a good connection, you'll now see that Wind space warp
05:51name inside the list.
05:53Let's now minimize Particle view and take our Perspective view full-screen.
05:56We'll then want to reposition our particle icon. Okay!
05:59Let's play things back.
06:00Now I want you to notice the only thing being affected by the Wind is that
06:04Spinning Stars event.
06:05We could even see that more dramatically, if we have our cubes dropping straight down.
06:09For that in the Red Cubes entry, we'll enter the Speed operator.
06:12Now for the direction, we'll change that for Random 3D to instead Along Icon Arrow.
06:17So what do you think? How's that for a solid helping of some of different things
06:22you can do using particle flow?
06:23Now, I got to be honest, this baby can be a beast as the number of events,
06:27operators and tests build up.
06:30So plan on there being a learning curve you're going to have to digest.
06:33The nice thing is the more PFlow you do, the more you really start to realize
06:37how capable it is in creating killer special effects.
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4. Special Material and Rendering Considerations
Understanding material
00:00As you build more and more particle effects, you'll quickly come to realize that
00:04many if not most of those effects get their look and realism not from the
00:09actual particle geometry that you create, but rather from the .aterial that you
00:13apply to that geometry.
00:16When you think of producing effects like dust and smoke for example, there is
00:19seldom if ever going to be an actual particle shape that'll fit the bill for
00:23creating a wispy semi- transparent dissipating effect.
00:27In other words, an effect that fades out over time. This is where the
00:30construction of a convincible material comes into play.
00:33A material that will be used to create an effect, being able to convincingly blend
00:38or feather the edges of a particle shape into or onto its background.
00:42Yeah, generating your visual effect, not relying on a certain geometric shape, but
00:47from a skin, a special skin that you apply to that shape.
00:51And when creating that material, you're going to quickly come to the realization
00:55that more than anything else, it's going to be the effective use of the
00:58material's Opacity channel
01:00that will either make or break the believability of just how well your particles
01:03turn out looking come render time.
01:05Luckily, 3Ds Max offers plenty of different ways or should I say plenty of
01:10different maps in order to pull off that particle edge feathering effect.
01:14Specific map times that we'll be looking at in the next video, maps that are
01:18used when dealing with particles as masking mechanisms.
01:22Now if you're not quite on board yet as to the importance of the material and in
01:26particular a material's ability to feather out a particle's edges,
01:30let's take a look at an example that I think will drive home the point
01:32I'm trying to make.
01:33This is a file named Opacity Map Blending.
01:37Now the scene is already been setup with the Super Spray particle system
01:40positioned at the end of the metal pipe you see in the view.
01:47The material we'll use to create the effect has been constructed to take on a
01:50look of smoke or steam that we will have coming out from the pipe's open end.
01:54Now this is one of those material driven effects, so to make things work, our
01:58particle type has been set to Facing.
02:00That will give us a bunch of flat two- dimensional rectangles that we can use to
02:04best display our material.
02:06If we scrub the Timeline, we'll see the particles are programmed to begin
02:10emitting at frame 15.
02:12Let's go to somewhere around the middle of our animation and give it a render.
02:18As you can see, we've got a nice smooth blending between the edges of our
02:22particles and the black background.
02:24That Feathering effect coming by way of the map has been loaded into the
02:27particle material's Opacity channel.
02:30The map used in this example was a mask map.
02:33You can explore the way it was put together by going to the Material Editor and
02:36navigating through the skin's various levels.
02:39The important thing is the material incorporates a masking effect by way of
02:43its Opacity branch.
02:45That's the way we're getting the blending or feathering of each particle's edges.
02:48If we simply remove or temporarily turn off the use of that Opacity branch's map structure,
02:53we'll quickly come to realize how it's the Opacity map that's driving the
02:57realism of the effect.
02:59Let's open up the Material Editor, turn off the Opacity branch, and render things out.
03:16You can certainly see the difference that that's made.
03:18Let's now turn the Opacity branch back on, and render again so we can see the
03:22actual effect we are aiming for.
03:38So that's much better and it doesn't matter what frame we render. We're going to
03:41get a quality result in each and every case.
03:43Let's change to a different frame and render again.
03:54Now you're going to find that there's many ways of creating the feathering
03:57effect that a material-driven particle will need to render correctly.
04:01My guess is you'll end up using the one or two techniques that you feel either
04:04most comfortable with or best understand and that's perfect.
04:08Just spend the time to get to know the handful of maps that can do the effect.
04:12Then plug-in the one that best does that job. Oh!
04:15And one last comment on blending maps and backgrounds.
04:18My advice would be always get the background that you're going to end up
04:22using in place before you start worrying about blending your particles
04:25against that background.
04:27Which you'll find many times is your feathering technique on the same particle
04:31effect will look different against one background than another.
04:34So decide on the background for your scene first, then dive into blending
04:38the particles into or onto that background. Doing that will save you on both
04:42time and aggravation.
04:44Now let's go take a look at some of the maps that you can use for those particle
04:48to background blending effects.
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Setting map options and particle edge blending
00:00Using a material on facing type particle geometry will never work effectively
00:05for creating a realistic looking particle effect, if correctly blending that
00:08material against your same background can't be accomplished. Let's be honest.
00:13It is going to be pretty hard to convince your audience when you have got a
00:15bunch of little square objects floating around your scene, none of which
00:18offering one iota of believability to your effect.
00:21Luckily, 3ds Max has a healthy handful of mapping options that allow for that all
00:26important particle edge feathering that take place.
00:29This video will show you some of those options.
00:31As you are probably well aware, a material's opacity channel in Max works off
00:36grayscale values, where the darker areas in a map will create transparent or
00:41visible locations on an object's surface.
00:43That surface in a particle effect would be the actual geometry or geometry type
00:48that you have chosen for your particle system.
00:50If you can strategically locate the transparent positions along the edges of
00:54your particle, you will achieve a realistic blending of the particle against
00:58its background, and that so many times is the trick to achieving a believable effect.
01:03Your choices for particle feathering many times began by using a Gradient
01:07or Gradient Ramp map.
01:17Using the maps radial option, quickly gives you that white on black
01:21feathering to the outside.
01:26Adding a little noise breaks up the evenness of that color to color
01:29transition even further.
01:37I am taking the amount of noise to .1 and its size to 2.
01:40Now you can adjust the transition even further by changing the color 2 position
01:44setting directly below the color swatches.
01:46Here is a value of .4, .7, and I will take it back to the original default number
01:55of .5. The Gradient Ramp does pretty much the same thing with a few additional
02:03controls for adjusting the color layout.
02:12Underneath the color ramp, I will take my gradient type again back to Radial.
02:19We can now reverse those black and white colors by double-clicking on the color
02:23flags you see at both ends of the ramp.
02:33Under Interpolation, I will change to Ease Out, Ease In, then back to Linear.
02:50The Gradient Ramp map also gives you the noise controls.
02:53Let us try an amount of .1.
02:57We can then change the type of noise directly to the right of the amount setting.
03:01Here we are using Regular. Let us try Fractal. We will change to Turbulence.
03:07Then back on the left below Amount, let's change the size to 5.
03:16The Fall Off map can also do a terrific job in blending edges. Having a
03:19handful of different options for controlling the style of the black and white color dispersion.
03:44You have also got the good old Noise map with its controls for pattern, size,
03:49and color variation.
04:04Let's also try adjusting the size of the noise.
04:06We will go to 10, here is 50, and we will go back to the original
04:15default setting of 25.
04:16Now with the color swatches, we can vary our color variation.
04:22I'll click on the white swatch, first taking it to medium gray.
04:30Here is lighter gray, lighter still, and then I will return to white.
04:37Adjusting the intensity of the color separation, we can use the
04:40threshold controls.
04:42Let's take our high value to .8 and our low value to .2.
04:50As you can see, that kind of clamps down on the colors even more.
04:53Let's take the threshold back to the original settings of 1 and 0.
05:03And there is the Mask map that allows you on even more advanced level of
05:06feathering control by masking out any map that might be added to the effect.
05:19For my example, I will load a Noise map in the Map channel and a Gradient map,
05:26choosing Radial for my mask.
05:37I think the important thing to realize is that you have a ton of different
05:40options when wanting to blend your particles onto whatever scene or imagery
05:44that might be behind it.
05:45Learn those choices, experiment with their various settings, then simply use the
05:49ones that do the best job of creating your effect.
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Changing particle appearance with age maps
00:003ds Max has a handy little map that enables a particle to strategically change
00:05color or design at predetermined points over the course of an animation.
00:09The map is called Particle Age, and it's the subject to this video.
00:12The Particle Age map is basically designed to work for the actual lifespan of
00:16each particle that's emitted from a given particle system.
00:20If the map, for an example, is loaded into the Diffuse branch of a material
00:23that's been applied to a particle system, each particle in that system at birth
00:27will be assigned a certain color.
00:29As the Particle Ages, it will then change to another color.
00:32That color being based on how long it's been around as a percentage since it was
00:36birthed from its particle emitter.
00:38As the particle continues to age, it's programmed to change into a third color,
00:43again, the timing of that change being determined as a percentage of how long
00:47it's been around since being born.
00:49We'll best see how the map works if we set one up.
00:52I'm using a file named Particle Age Map for my example.
00:55This scene is simply a blizzard particle system that's been spread over 200 frames.
01:00I've made the particles, which render as snowflakes extra big, so we'll more
01:05easily see the effect of the Particle Age map in action.
01:08Let's go ahead and render our view at somewhere in the middle of our timeline,
01:10so we can see what we're starting with.
01:13Now let's open the Material Editor.
01:17From here, let's jump onto the Diffuse channel of any of the empty sample slots.
01:21From the browser, we'll then choose the Particle Age map.
01:28The way things are broken down we've got three different Color channels, each
01:31having its own percentage setting.
01:33All three color slots can be controlled by either a solid color or a map.
01:42Color number 1 determines a particle's color at the start of its life, in other
01:46words, at the point at which it's emitted.
01:48That particle's color then changes to whatever we built into the Color number
01:522 settings, making that change at whatever percentage has been set in the Color 2 control.
01:58So right now, each particle would start off as black, then at 50% of its
02:02lifespan, change to gray.
02:04The same idea carries over to the Color number 3 controls, where in our current
02:08example, by 100% of the particle's life, that particle will have turned white.
02:12Does that make sense? Let's do this.
02:14We'll change the colors to red, green and blue, starting with the Color number 1
02:18slot, going down to Color number 3.
02:20After setting that up, we'll see how things look.
02:22Now we can go ahead and make our color changes.
02:27We'll click on the color number 1 swatch, changing it to red.
02:31For color number 2, we'll make that green, and for color number 3, we'll
02:38change that to blue.
02:44Let's then apply the material to the Blizzard icon in the scene.
03:01Now, don't be going and looking for our color change to be happening in the viewport.
03:05The Particle Age effect is designed to be seen only at the time of render.
03:09So again, we'll go to somewhere around the middle of our timeline, then render.
03:14Now as you can see, based on each particle's age, its color is changing over time.
03:19As mentioned, that change can even incorporate a map instead of just a color. Let's try this.
03:24We'll close our render, heading back to the Material Editor.
03:29To the right of the red color swatch for Color number 1, click on the None button.
03:34From the browser, then choose Checker, and then in the Checker settings, we'll
03:40change the Tiling to 2 and 2.
03:44Going back up to our parent twice, we'll then turn on the Face map option.
03:48Now, once we've done that, let's go ahead and render again.
03:55You can see how the black-and-white checkerboard pattern has now taken over for
03:59the color number 1 control.
04:00Now, to see more of the Checker effect, let's lengthen the amount of time it
04:04takes in order to transition to that second color setting.
04:09Back on the Particle Age map, we'll change the Color number 2 percentage to 85%.
04:13Now, once you've plugged that in, you can go ahead and render again.
04:23So now, each particle's Color number 1 color holds on just a little bit longer.
04:27Why don't we also add a map into the Color number 3 control?
04:32For that, we'll use a Splat map.
04:47On the Splat, we'll change the Color number 1 swatch to yellow and the color 2 swatch to red.
05:02We'll then change the Threshold to 0.3, so we can see a little bit more red in the pattern.
05:12Once we've done that, we'll go ahead and render again.
05:15Now, we're not getting much of the third color effect due to it changing so late
05:19in each particle's life.
05:21Let's see if we can't change that a bit.
05:27We'll change Color number 1 to a percentage of 35, Color 2 to a percentage of
05:3150, and Color 3 to 75%.
05:42Once you've typed in those numbers, go ahead and render.
05:46So now, more the third color, the last look for each particle plays into the results.
05:51If we rendered things out, things would end up looking like this.
05:54I've thrown the clip into the Exercise Files for this chapter if you'd like to
05:58look at it for yourself.
05:59It's named Particle Color Change.
06:02Now, the Particle Age map is also a very effective performer when used to
06:05control a particle's transparency, giving the effect of having a particle
06:09fade away over time.
06:11That disappearing act is accomplished by adding the Particle Age not to a
06:15material's Diffuse channel, but instead to its Opacity branch, where the color
06:20within the material's opacity would go from white to gray to black over the
06:24life of the material.
06:25Let's see if we can set something like that up.
06:28Now, the real way to control this transparency thing is to when building the
06:31map's structure with the Opacity branch, to also include the necessary component
06:36to achieve the all-important edge feathering on each particle shape.
06:40To get both the edge blending and the fading away effect, the trick is to start
06:44with a Mask map as the foundation for your Opacity channel.
06:48You then use something like a Gradient map as your base map, then add a Particle Age map
06:53as a masking or feathering mechanism over that.
06:56Now, it sounds a little bit complicated, but it's actually
06:59pretty straightforward.
07:00Let's see if we can set that up.
07:02We'll start by selecting a new sample slot in our Material Editor.
07:05We can then apply that to our Blizzard particle system.
07:10Let's now change the Diffuse color swatch to a bright white.
07:14We can do that by simply dragging and copying the Specular over to the Diffuse.
07:20Now, we'll jump up on the Opacity branch, choosing a Mask map.
07:27For our map component, we'll add a Gradient map.
07:34Under the three color swatches, we're going to want to change that style to Radial.
07:46Once we've done that, we'll go to parent once, then for our Mask component,
07:50we'll choose the Particle Age.
07:55Now, our first and third colors are going to need to be swapped.
07:57So, we'll drag the black down to the white, choosing Swap when the dialog opens.
08:09Let's also change to a Facing type particle, which you so often use when driving
08:14a particle effect by means of the material applied to the particles.
08:17Now, with the Blizzard system selected, we'll go to the Modify column for our settings.
08:22Down at the bottom, we'll open up the Particle Type tab.
08:26Under Standard Particles, we'll change from SixPoint to Facing.
08:30Now, we probably also want to make our particles a little bit bigger in size.
08:34That control is found under Particle Generation.
08:43Let's change that Size from 20 to 35.
08:49Above that, under Particle Timing, let's also change the Life of each
08:52particle to 90 frames.
08:58This will keep them around a little longer.
09:00Then after that, we'll go back down to Size and change our Fade For setting to 0.
09:05This will make sure that each particle stays full size until they finally die off.
09:11A couple things back in the Materials Editor. Going up to parent we will again turn Face map on.
09:22To make the particles a little bit brighter on our render, we'll also take the
09:25Self-Illumination up to 100.
09:29Let's now render frame 100.
09:41Okay, let's talk about what's going on here.
09:43With the Particle Age portion of our Opacity map setting starting out as white,
09:47each particle begins completely opaque or solid in other words.
09:52At whatever time we set the map's gray color to take over, each particle at that
09:56point in its life will appear to start gradually fading out.
10:00When the map a little later on changes to black, the particle will have
10:04completely faded away.
10:05This fading away technique works perfectly for a ton of different effects:
10:10smoke, steam, dust, fire, all well served by incorporating a Particle Age as
10:16their transparency control mechanism.
10:19Now, if we rendered out the full 200 frames in our timeline, we'd end up with
10:22something that looked like this.
10:24So now, each particle fades out toward the end of its life as opposed to just
10:29disappearing from screen.
10:30Like with the color change clip, I've saved this also to the Exercise Files
10:34folder for this chapter.
10:36It's called Particle Age Change if you'd like to take a look at it.
10:39So, that's the Particle Age map, great for use in both the particle's Diffuse
10:44and Opacity map channels.
10:45I'll save the file out as Particle Age Map Completed, if you'd like to go in
10:49for further inspection.
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Blurring moving particles with the MBlur map
00:00A Particle Motion Blur map officially referred to in Max as a Particle MBlur,
00:05can be used to effectively blur a particle effect based on each particle's rate of speed.
00:11It usually works best when added to a particle material's Opacity
00:15branch, although it can be used in other map channels for various other types of effects.
00:20To demonstrate how the MBlur works, I'll be using a file named Particle MBlur Map.
00:26Now, the scene's Super Spray has been positioned at the end of a water hose.
00:30Our job will be to see if we can create the look of flowing water.
00:42The first thing we're going to need to do is change the look of our particles
00:45so they more closely resemble the gushing water that you might see coming out of
00:48the end of a garden hose.
00:50That's going to take us first to the particle shape.
00:52We'll use a tetrahedron- shaped particle for our effect.
01:01Going down to Particle Type, we'll change the Standard type particle from
01:04Triangle over to Tetra.
01:06Let's also make sure to change our Viewport Display to Mesh.
01:14Now, go ahead and scrub your timeline.
01:22We're also going to want each Tetra to move in a different way, traveling
01:25instead in this specific direction of our water flow.
01:29Now, we can do that by making a couple of changes under the Rotation and Collision tab.
01:36In the Spin Axis Controls category, we'll change from Random to Direction of Travel/Mblur.
01:42To enhance the blurring effect on each particle shape, we'll also change
01:45the Stretch value to 2.
01:49Let's go ahead and scrub our timeline again.
01:59Now, if you see a few particles backing up and shooting through the water hose
02:02nozzle, we can simply move the Super Spray so that no longer occurs.
02:14When it looks like you have the emitter in good position, go ahead and render the scene.
02:20For the material, we'll close the render window, then open up the Material Editor.
02:26As you know, you can easily do that by simply typing the letter M on your keyboard.
02:31Now, I've created a very basic water skin, consisting of a bluish-white
02:35body color, and a few things I adjusted in for Opacity, Filter Color, and Self-Illumination.
02:39You can go ahead and check in on those settings on your own.
02:43Once you've done that, we'll go ahead and apply the Water material to our Super Spray.
02:51Then we can render again.
02:59With no further adjustments, the water really doesn't achieve the look
03:03that we're aiming for.
03:05We'll get a much more realistic effect if we can blur the particles as they
03:08shoot out of the water nozzle.
03:10This is where the Particle MBlur map comes in.
03:12We'll add it to our Material's Opacity channel.
03:25Let's now see how that changes things when rendered out.
03:31Take a look at that. You can see the difference that makes by blurring the edges
03:35of our water particles.
03:39Now, as far as the settings on the MBlur map, the Color number 1 color swatch
03:44controls how solid or opaque a particle will be at its slowest speed when coming
03:48out of the particle system's emitter.
03:50Slower particles typically don't need the same level of blurring as faster
03:55moving particles do.
03:56The Color number 2 color swatch controls how transparent or how blurred a
04:00particle will be at its fastest speed.
04:03Typically, you can achieve pretty good results leaving these settings as they are.
04:07So, we'll do that.
04:11With the Sharpness adjustment, you can control just how transparent or opaque
04:15any given particle looks, relative to its speed.
04:18The lower the number, the more transparent and more blurrier a particle will look.
04:23Again, this setting works pretty good leaving it at its default value, but
04:27we can certainly experiment with a couple of different numbers to see how things turn out.
04:32Let's take the Sharpness to 9, then render again.
04:41Now with this, you see that we've lost a good deal of our blurring.
04:44Let's instead try a Sharpness value of 1.
04:56When rendered, our results reveal that maybe now we have a little bit too much blurring.
05:01Let's change it back to the default setting of 2 and render one last time.
05:12So, for at least this example, the default value indeed works just fine.
05:16There are a couple of important setting controls that you need to know in order
05:19to get the Particle MBlur map to work for a given effect.
05:23First, not all particle systems support the MBlur.
05:26The ones that do include PArray, PCloud, Spray, and Super Spray.
05:31So keep that in mind.
05:33Second, remember when we change the Particle Spin Axis Controls to
05:36Direction of Travel.
05:38That's also a must in order for the MBlur to work, so is setting the Controls'
05:42Strength value to a number higher than zero.
05:45Lastly, only certain particle shapes and types are compatible with the Particle MBlur.
05:51The ones that aren't, include constant and facing shapes and meta particles
05:56and object fragments.
05:58Max has got different techniques that you can use to blur those.
06:01So, there you go with the Particle Motion Blur map.
06:03Now if we rendered out our water effect, things would end up looking like this.
06:08I'll save the file out as Particle MBlur Map Completed, if you'd like to check it out.
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Blurring particles
00:00To achieve a more realistic look to a particle effect, you'll many times find
00:04that blurring your particles in some manner or intensity will greatly improve
00:08their believability.
00:10To show you some of Max's blurring options, I'll be using a file named
00:13Blurring Techniques.
00:15Now, in the real world, when shot through a camera lens, fast-moving objects
00:19naturally blur due in large part to the shutter speed on the camera.
00:22That speed is basically the time it takes for the camera's eye to open and close.
00:27If an object or a particle moves significantly during the time the shutter is open,
00:31that scene element will naturally appear blurred on the film image.
00:35Well, that's the way it works in the real world.
00:38In a 3D software application though, the story is a little bit different.
00:42On the computer, movement is seen and calculated mathematically, which creates a
00:47very vivid and clear representation on the screen, irrespective of how fast
00:51something might move.
00:52To counter that, all high-end applications like Max offer options for adding the
00:58needed additional blurring effect.
01:00Let's start by looking first at what is referred to as Object Blur.
01:03Scrubbing our timeline reveals that we have our rock object exploding into
01:07several chunks, each particle fragment traveling away from the original
01:11explosion point at a high rate of speed.
01:14Let's go to somewhere around frame 35 and render things out.
01:19Even with the particles moving quickly, we see no blurring effect.
01:22When using Object Motion Blur, which many think of is the easiest of the blurs
01:27to use, the blurring effect is object specific, meaning that the only thing in
01:32your scene that blurs is what you identify.
01:35The Object version of blur works best when you have fast-moving objects and a still camera.
01:40To use the effect, we'll close our rendered window, then select the PArray in our view.
01:47Once we've done that, we can right- click, choosing Object Properties.
01:54Your Motion Blur settings can be found in the lower right-hand corner of the dialog.
01:58We'll first turn on Enabled, then directly below activate Object.
02:06Let's now render again.
02:11Object Blur works by making multiple copies of the rendered object using
02:15the surrounding frames from which to pull the other images to create the blur effect.
02:20The more the additional surrounding frames are used to calculate the blur, the
02:24blurrier the object or particle will appear.
02:27Let's see if we can change the number of surrounding frames that are being used
02:30in the calculation, and see what it does to the effect.
02:33To get to those settings, we're going to want to open up the Render Setting dialog.
02:36Now, we can do this directly inside the rendered frame window at the top.
02:41You could also instead use the keyboard shortcut F10.
02:45Either way you will get the same settings.
02:48In the dialog, we'll click on the Render tab, then go down to our Object
02:52Motion Blur settings.
02:57In the Object Blur category, you'll see Duration.
03:00This controls how many frames to both sides of the current frame are being
03:04included in the calculation.
03:06The more frames you use, whole or partial, the blurrier the effect.
03:10Right now, we're using one-half frame on each side of the specific frame that we rendered.
03:15Let's change that Duration to 1.5, and render again.
03:24You can see the difference that's made.
03:26Now, that might actually be too blurry.
03:28Let's change the Duration to 1.
03:38Then we'll render again.
03:42To the left of Duration, you'll find Samples.
03:44This determines the number of snapshot pictures taken during render time.
03:49So, if your image turns out looking a little choppy, you can always
03:51smoothen things up. Let's do this.
03:54We'll take our Duration back to 1.5, and we'll lower our Samples down to 10.
04:06So now, more frames will be used in the render, but fewer calculations will take place.
04:13You can see with these settings we're not getting a very good blending effect.
04:16So, let's go back in the dialog, changing the Samples once again to 20.
04:31More calculations yield a more realistic effect.
04:37Max also offers something called Image Blur.
04:40The image type of blur applies a post- rendering smearing effect to your particles.
04:45So, unlike Motion Blur, Image Blur is applied after the rendering is complete.
04:50The superiority it has over Object Blur is that it takes into account camera movement.
04:55Let's try that.
04:56We'll right-click again on the screen, choosing Object Properties.
05:02We'll then change our Motion Blur from Object over to Image.
05:09We can then close the dialog and render again.
05:15The Multiplier setting in the Properties dialog increases or decreases the
05:19smearing along the directions of movement.
05:22Let's change that Multiplier value from 1 over to 2.
05:29We can then close things up, and render again.
05:35Now, you can see what that does to your render time.
05:37It does though create a nice effect.
05:40Let's try a Multiplier of 4.
05:54We get a nice, smooth blurring, albeit at a longer render time.
05:57Now, Image Blur also has a set of controls in the Render Setup dialog that work
06:01pretty much the same way as the Object Blur settings.
06:10You might notice that with Image Blur, you can also apply blur to an
06:13Environment map background.
06:25There is also something called Multi-Pass Motion Blur which works off your
06:29scene camera, rendering your scene in multiple passes that are then composited together.
06:34For that, we'll select the camera in our scene, then head over to the
06:37controls on the right.
06:40A little further down, you'll find a category called Multi-Pass Effect.
06:44Let's first enable that control, then click on Depth of Field.
06:48From here, we'll change to Motion Blur.
06:55Let's now render and see how things look.
07:01As you can see, the Multi-Pass Effect used several render passes.
07:10As a nifty little option, click on the Preview button directly to the right of Enable.
07:16This gives you a viewport preview of the effect prior to rendering.
07:20Let's now see if we can't adjust the number of render passes, and we can do that
07:24in the Motion Blur Parameters under Sampling.
07:27Let's take the Total Pass count from 12 down to 6.
07:29This will render using fewer calculations, but you might not get the
07:33same quality result.
07:39Let's take that Total Pass count back to 12.
07:43With Duration, same as with all the other blur types, this controls the number
07:47of frames, whole or partial, that are taken into account when rendering.
07:50Let's create a slightly less blurry effect by taking the Duration to 0.4.
07:58We can then render again.
07:59I'm going to save this out as Blurring Techniques Completed if you'd like to look it over.
08:07So, that'll give you a rundown of some of your blurring options.
08:10They each do something different, so play around with the settings, then use the
08:13type that best fits your job at hand.
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Outputting a render for compositing
00:00Layering effects on top of either other CG elements or live-action backgrounds
00:05is these days pretty much an everyday occurrence.
00:08And although 3Ds Max does indeed offer the ability to composite scenes or
00:12images together through the use of video posts, you'll more than likely instead
00:16take your rendered effects into a third- party program like Nuke, Fusion or After Effects.
00:21With that being the most likely way you'll go about compositing your scenes
00:25and effects, it's going to be without a doubt important to understand the
00:29proper procedures to use in Max in order to achieve the cleanest data output
00:34for your composites.
00:35Compositing almost always involves something called an alpha channel, which is
00:39really just a fancy way of saying that you're going to save your rendered
00:43images with a special extra layer of data that will allow parts or areas of
00:47that image to be seen as transparent or semi- transparent when composited on top of something else.
00:54Now there are undoubtedly dozens of titles on lynda.com that cover alpha channels.
00:58So instead of a lengthy discussion on what they are, what we'll do in this
01:02video is concentrate on showing you how to properly save your Max content so
01:07it does indeed include that all important alpha information.
01:11I'll show you all that using a file named Composite Output.
01:14The scene consists of several fire effects gizmos that have been clustered
01:18together to create a fire type explosion.
01:20here's how the final effect turns out.
01:24With the effect already set up, we'll be concentrating on what needs to be done
01:28preparation wise for saving our render with a transparency layer,
01:33an alpha channel, in other words.
01:35Let's go to frame 20 and render things out.
01:41We can see the alpha channel information in the render by clicking on the
01:44Display Alpha Channel button on the top left side of our render.
01:51Now if saved out properly, the white areas within the alpha will remain opaque
01:55or solid when composited on something else, the gray areas in the image will
02:00display as transparent, and the black areas, which comprise the majority of our
02:04image, will composite out as transparent, meaning that the explosion will
02:08seamlessly layer on top of another scene or image.
02:11With things coming out so clean, it's really just a matter of now saving the
02:15render using the correct file format.
02:17Let's turn off the Display Alpha Channel button so we can see the
02:20full-color image and we'll go in and take a look at what formats we have to
02:23choose from when saving.
02:25We can get there in the upper left-hand corner by simply clicking on the Save Image button.
02:29It's vital that you understand that not all image formats save out with a
02:39built in Alpha data.
02:40JPEG, for an example, doesn't nor does BMP.
02:44The formats that work best for including Alpha Channel data are PNG, RLA and
02:50RPF, TIFF and the one that'll choose here, the Targa, TGA format.
02:55Those are all individual image formats.
02:57When rendering out as an animation, be aware that the AVI file format does
03:02not allow you to save with an Alpha Channel, QuickTime movies with the .MOV format does.
03:07But only if you choose the millions of colors plus setting when saving up.
03:11That's all very important as you would be very happy waiting around for a
03:15render to wrap up, then find out after the fact that your file doesn't include the needed Alpha.
03:20Well, in our scenario, we're going to play things out as if we are rendering
03:23the entire animation.
03:25What our plan will be though is to render our scene explosion as a series of
03:28sequentially numbered images, which means the Targa format will work just fine.
03:32When we get to the Targa settings, on the left hand side of the dialog, click on Setup.
03:36At the top, under Image Attributes, we'll want to make sure that Bits Per
03:42Pixel is set to 32.
03:43It will be that extra 8 bits of information that'll give us our Alpha.
03:47On the right you'll most there's also an Alpha Split option when using the Targa format.
03:53Checking that would render two separate images, one containing only the color
03:58data from the image.
03:59The second, a black-and-white 8-bit image representing the torn away Alpha
04:03Channel data that would come in handy when used in an application that could
04:07accept the Alpha information as a separate component.
04:11For our example we'll leave the Alpha Split option off. [00:04:16.86 That's about it.
04:18We could now render our file.
04:20What we would be left with would be a series of individual images each having a
04:24stored level of transparency information that could then be used in our favorite
04:28compositing software.
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5. Introduction to Space Warps
Understanding space warps
00:00In a nutshell, a space warp can be defined as a non-rendering object that's used
00:05to affect the appearance or behavior of other objects or particles in a scene.
00:09They can be used to create a wide variety of effects.
00:12Forming ripples or waves in a surface.
00:15Adding wind to affect anything from a flag on a pole to the sprinkler watering a lawn.
00:19There is even a subset of space warps that are designed to have one thing
00:23deflect, or bounce off another.
00:25So there is a whole bunch of things that space warps can be used to do.
00:29Found in the Create column under their own tab, Max's space warps are divided
00:33into several different types.
00:35Atmospheric, or what are called Force effects, that category offering things
00:39like Wind and Gravity.
00:40You've got Geometric space warps that make objects of all shapes and sizes,
00:45to form in some ways.
00:46There you will find things like waves and ripples, and a special set called
00:50Deflectors which when added to a scene, you guessed it, make one thing
00:54deflect off another.
00:55Some space warps are designed to be used with particles, others used
00:59exclusively with objects.
01:00So there's a handful of different things to consider and different things that
01:03you can do and like with most of 3ds Max's particle systems, a space warp's
01:08orientation in the scene, in other words the direction the space warp points
01:12or comes from affects how it works.
01:14Let me give an example of how space warp could be used in helping to create an effect.
01:19Let's say that we build a fireworks particle system that we want to shoot into the air.
01:23To add realism to the effect, we will want the fireworks sparks to begin
01:26falling back down toward Earth, after they've had a chance to explode and throw out their colors.
01:31To get that to happen, we'll call on a Gravity space warp to achieve that
01:34pulling down effect.
01:36Now here is what's A number one important. In order for the Gravity to affect
01:39the fireworks, the Gravity, the space warp in other words, would need to be
01:44somehow linked or associated to the particle system that it's designed to
01:48affect, that particle system being that fireworks.
01:51That connecting or locking one with the other procedure has an official name.
01:55It's called Bind to Space Warp.
01:57And until that proper binding takes place, a space warp, the Gravity in our
02:01example here, will have actually no affect on whatever in the scene it's
02:04designed to influence.
02:06In our fireworks example, that would be the actual shooting fireworks.
02:09So when space warps influence are used, all boils down to the binding process,
02:14which we'll be taking a look in the next video, and to increase the usefulness
02:18of space warps even further, you could even bind several space warps to the same
02:21object or set of particles, which would then allow your object or particle
02:25system to be affected by several Force- like effects, all of the same time or all
02:30during the same animation.
02:31So maybe in a fireworks example, we could have our fireworks sparks pulled down
02:35by Gravity, while at the same time being affected by gust of wind.
02:39You could even go a step further,r creating a Deflecting space warp that would
02:42have the particle sparks suddenly bounce off the ground, should they actually
02:46make their way back down to the city floor, before disintegrating away.
02:49So with space warps, there is all kinds of possibilities.
02:53Okay, why don't we head on into the next video, where we'll take a closer look
02:56at the Bind to Space Warp process?
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Using Bind to Space Warp
00:00In order for space warp to affect an object or particle system, the warp must be
00:05bound or connected to that other scene element.
00:08This video will show you how that's done and I'm going to be using a file
00:11named Bind to Space Warp.
00:13The scene currently displays a simple sphere object and a space warp called a ripple.
00:18The ripple being the light purple colored icon on the left side.
00:21Now at this point, neither has been bound to the other, so moving the ripple
00:25will have absolutely no effect on the green ball.
00:28Let's see if in fact that's the case.
00:29Now the story changes if we actually bind the two together.
00:32The command we'll use for that is Bind to Space Warp.
00:36It's found just to the right of the Link and Unlink commands on the far left
00:39side of the toolbar.
00:40Now, just like when linking objects, the binding technique simply involves
00:44pulling one to the other while holding down the left mouse button.
00:47You can actually bind going either direction.
00:49Although the command formally says bind the object or particle system to the
00:53space warp, and here is how it's done.
00:55Let's select the sphere, then make sure the Bind to Space Warp command is indeed active.
00:59Now placing our mouse on the sphere, you'll notice the cursor changing.
01:03With the new cursor picture simply, hold the left mouse down then pull away from the sphere.
01:07Now if you've done this right, your cursor will now be trail by a perforated line.
01:11Now the next step is to take your cursor and place it directly on top of the space warp.
01:15Now when you make a good connection, you'll again see the cursor picture change.
01:19When it does, let go the left mouse button.
01:23Right away, we can see the effect that's now created, with the ripple now
01:26affecting the appearance of the sphere shape.
01:29Let's select the sphere then go to the Modify column, to check out the modifier stack.
01:32As you'll see in the stack, layered directly on top of the sphere entry is an
01:36entry called Ripple Binding.
01:38Okay, let's now go back and select the Ripple space warp, moving it back and
01:41forth from side to side.
01:43So look what's happening. Moving the space warp directly affects the look of the
01:47sphere and the same would hold true if we rotated or scaled the Ripple space warp.
01:50Let's try that.
01:56Now if you no longer want a space warp's influence on something it's been bound to,
01:59there's two ways to eliminate that binding.
02:02Both techniques would require you to select the sphere then head on over
02:05the modifier stack.
02:07Option number one would be to simply turn off the Ripple Binding icon inside the stack.
02:11You can do that by clicking once on the light bulb to the left of the
02:14Ripple Binding name.
02:16The other elimination option would have you actually deleting the ripple entry
02:19from being on top of the sphere in the stack.
02:21Now there's two ways you can do that. You can either right-click directly on the
02:25name Ripple Binding, then from the menu choosing Delete, or with the Ripple
02:29Binding in the stack selected, you could go below the stack, clicking on the
02:33icon that's named Remove modifier from the stack.
02:36Either way you decide to go you'll be removing the binding and influence of
02:40the ripple on the sphere.
02:41Now why don't we also check into that binding process when using a particle system?
02:46Let's do this. We'll select both objects in our scene.
02:49We'll then right-click, choosing Hide Selection.
02:51Now going up to the right-hand side of the toolbar, we'll enter the Save
02:55selection set area. From the list that opens, let's choose Particles.
02:58And when the dialog box opens, you can simply say OK.
03:02Okay, why don't we now scrub the Timeline?
03:04What we have in our scene is a Super Spray emitting sphere shape particles
03:08toward the top area of our screen.
03:09You'll also notice a navy blue box in addition to a couple of space warps.
03:14A Gravity positioned to the right of the bottom of the box and what is called a
03:18UDeflector over on the far left.
03:20What we'll do is bind the Gravity to the space warp. We'll then see if we can
03:24pull the yellow particle shapes down more in line with the navy box.
03:28Now once we have done that, we'll bind the UDeflector also to the Super Spray to
03:32see if we can get the particles to bounce off the box.
03:35So one particle system with two space warps bound to it.
03:39Now to start, let's select the Gravity space warp icon, changing its Strength to zero.
03:43We can now select the Super Spray and activate the Bind to Space Warp command.
03:48Okay here we go. W'll simply now drag the Super Spray, with the line attached,
03:53over to the Gravity.
03:54Now once we have made contact, with the cursor changing, we'll let go over to
03:57the left mouse button.
03:58Now we can go ahead and reselect the gravity and play back our Timeline.
04:02Now again with our Force Strength set to zero, the gravity at this point is
04:05having no affect on the yellow particles.
04:08Well that's all now I'm going to change as we increase that Strength amount.
04:11Once experimenting a little bit, I'll set this Strength to 0.06.
04:16That will make sure that the particles are directly in line with the navy blue box.
04:19Now the second part of the process will be to use the UDeflector space warp, to
04:23get the particles to bounce off the box.
04:25Now I mentioned just a moment ago that the binding process can go either way, so let's do this.
04:30We'll stop our play and we'll select the UDeflector icon in the lower left
04:35hand corner in the view.
04:36This time, we'll pull in the opposite direction.
04:39We'll verify to make sure Bind to Space Warp icon is active then, we'll
04:42physically bind the UDeflector back to the super spray.
04:45Now again you're not going to want to let go off your mouse until you verify
04:48the cursor has indeed changed shape.
04:51Once it has, you can go ahead and let go off your left mouse button.
04:54Now let's go and play that back and see how things look.
04:58So check that out. We've got two space warps now affecting the Super Spray.
05:03The Gravity, to pull the yellow particles down toward the box and the
05:07UDeflector, to ensure that the particles indeed bounce off the box.
05:11Now over on the right with the UDeflector selected, we could always now
05:14change the Bounce amount.
05:17Let's try for an example 0.4, and I wonder how that would look if we went
05:24down to let's say 0.1.
05:26So there you go with a couple of different examples of the Bind to Space Warp technique.
05:30Now at any time you want your space warp to actually do something, whether to
05:33an object or to a series of particles, that binding will be a needed part of the equation.
05:38I'm going to go ahead and save things out as Bind to Space Warp Completed if you
05:41would like to take a look.
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Adding Gravity to an effect
00:00The Gravity space warp is designed to apply a gravitational pulling affect to
00:04any particle system that it's been bound to.
00:06Once added to the scene, both the direction and the strength of that pull can
00:10then be either adjusted or animated.
00:12Now to show you how it works, I'm going to be using a file named Gravity Space Warp.
00:16Scrubbing the Timeline reveals that we have a PArray system blowing up a yellow
00:20ball, currently push straight out from the exploding PArray that's been
00:24positioned in the middle of the sphere.
00:25That position representing the origination point for the explosion.
00:29Now we won't be covering the technique until our project on creating an
00:32explosion, but I want you to also notice that the original sphere had to be hid
00:36once the PArray fragments explode.
00:38That was done using something called a Visibility Track.
00:41That hiding from view process was necessary due to the fact that it's not the
00:45original object, but instead the PArray particle system that's creating our
00:49actual geometry fragments.
00:50Now with the typical explosion effect, sooner or later the debris from the blast
00:54will fall to the ground.
00:55We'll create that effect by adding and binding a Gravity space warp to
00:59our exploding PArray.
01:00The gravitational pull from our effect will travel in the direction of our
01:04Gravity viewport icon.
01:05So the viewport we create our space warp in will be important.
01:08For falling down direction, we'll want to create our Gravity in the Top view.
01:12Let's go and do that.
01:13In the Create column, we'll activate the space warp's icon.
01:16Under the Forces type of space warp, on the left-hand side, you'll see the Gravity.
01:20Let's go and click on that.
01:21Now activating the Top view, we'll position our Gravity space warp to the
01:24right of our yellow ball.
01:26Now, although the position of the Gravity icon in relation to the exploding
01:30PArray would be important if we're using the Decay setting on the space warp.
01:33For our example here, the position of our space warp icon will make no difference.
01:38The only thing we really need to be aware of is that the particle icons stick,
01:41the direction of our Gravity, is pointing downward in our Perspective view.
01:45Okay with that now verified, let's activate the Perspective view, going full screen.
01:50We'll make that four to one viewport conversion using the Alt+W keyboard shortcut.
01:54Okay, I think we're ready to go.
01:56Let's go ahead and bind things together.
01:58I'll scrub to middle frame so I can better see the PArray icon. Now moving to
02:02the upper left-hand corner of the toolbar, I'll activate Bind to Space Warp.
02:06From here, I'll simply bind one of the particle fragments back to the Gravity.
02:09Okay, once I've done that I'll return to Select mode by hitting the Q shortcut
02:13key on the keyboard.
02:14Then select and adjust the Gravity Strength, I'll reselect the Gravity
02:17space warp in the view.
02:18Now with the Modify column open, we'll go ahead and play things back.
02:22Okay, now as expected you'll see the particles are being dragged down in the
02:26direction of the Gravity space warp icon.
02:28Over on the right, let's now adjust that Gravity Strength.
02:31Let's try a value of 2.0.
02:33You can see how now things are being grabbed and pulled down a little more
02:35aggressively. Let's try a value of 3.0, and even harder or faster still.
02:41Let's take that back to 1.0.
02:43If we wanted the explosion fragments to move more to one side or the other,
02:47we would simply rotate the Gravity icon.
02:49Let's see how things would look if we rotate the arrow going more toward the
02:52left-hand side of our view.
02:54And why don't we also experiment moving things more to the right?
03:02Okay, let's undo those last two operations, taking the icon arrow back to
03:05pointing straight down.
03:07Now if we use the negative value for the Gravity Strength, the pulling effect
03:10would go in the opposite or negative direction. Let's try that.
03:15Now look at the difference there.
03:16Why don't we try negative 1.0, and as you can see the Gravity now pushes our
03:20fragments a little more aggressively toward the topside.
03:22You know when you think it through, a normal explosion would have the particle
03:26fragments initially going upward, then once their velocity slowed down, gravity
03:31would then kick in pulling them back down toward the ground, and we can create
03:34that look by animating our Gravity's Strength value. Let's try that.
03:38Let's stop the play returning to the first frame.
03:41Now we'll set the initial Strength of our Gravity to negative 0.5.
03:44That will create that upward explosive effect.
03:47We can now turn on our Auto Key, taking our Timeline to frame 45.
03:51Okay for the first one-and-a-half seconds of our animation, we want to maintain
03:55the Strength of being negative 0.5.
03:57We can lock that value when at frame 45 by merely holding down the Shift key and
04:01right-clicking on the Strength spinner.
04:02Now once you've done that, notice the brackets now around that spinner.
04:06That's backs us a way of letting us know, we now have a keyframe at 45 with that
04:10same Strength value.
04:11So if we scrub the timeline, you'll see over the first 45 frames, the Gravity is
04:15having the explosion effect go up.
04:17Now to pull things back down, we'll go to frame 95 and then change the
04:21Strength value to 2.0.
04:22Okay now we've kind of run out of frames, so let's right-click on our playback
04:26head and change the total number frames to 150.
04:28We can now zoom out a little bit and play things back.
04:31So there is a more realistic explosion.
04:33First blowing things up into the air, then having the gravitational pull
04:37pull them back down.
04:38That already gives you a few things that you can now use and apply when using
04:41the Gravity space warp.
04:42I'm going to go ahead and save my scene out as Gravity Space Warp Completed if
04:45you would like to look it over.
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Adding Wind to an effect
00:00The Wind space warp simulates a blowing effect that can be used on a wide
00:04range of applications.
00:06Anything from the movement of particle leaves on a windy day, to making a flag
00:10dance during a dynamic simulation.
00:12Let's take a look at some of the settings.
00:13Now I have created a scene named Wind Space Warp that we can use for our demonstration.
00:18It simply consists of the Snow particle systemthat's been spread over 200 frames.
00:23If we activate, then play back the Front view,
00:26we can see that the snow particles fall primarily straight down, although the
00:30Tumble setting on the system does provide subtle side-to-side movement.
00:34What I'd like to do is to create more of a windy effect, maybe even blowing the
00:38snowflakes one way than the other.
00:40Now when creating our Wind space warp, the viewport it's made in will make a difference.
00:44If when looking in the Front view, we wanted our particles to travel from
00:48one side to the other, we'd want to be sure to create our Wind system in the left-hand window.
00:52Let's do that.
00:53In the Create column, we'll click on the space warps tab, then under Forces and
00:57on the right-hand side click on Wind.
01:00Now, why don't we simply go to the middle of our left-hand window, drawing out our Wind icon?
01:05Once the Wind has been created, scrubbing our timeline shows the wind as
01:08currently having no effect on our snow. Why?
01:11Well, nothing has been bound together.
01:13So we need to activate the Bind to Space Warp command and make the connection.
01:17I'll select my Snow particle icon, click on Bind to Space Warp, then hit H.
01:22This enables me to quickly and easily select the wind directly from a list.
01:26Okay, let's now activate the Front view full screen and we'll reselect the Wind icon.
01:34We can now go ahead and play things back.
01:39Now over on the right, you'll notice the wind Strength being set at 1.
01:43Let's now take the spinners and adjust that both higher and lower.
01:47Now notice the effect when we go to a negative Strength, the wind now is pulling
01:51in the opposite direction.
01:53Now you can even animate the wind's direction, which we'll do in just a minute.
01:56But first, let's take a look at special setting called Turbulence.
02:00What Turbulence does is causes the particles to change course in a more random manner.
02:05The greater the value, the more aggressive the turbulence effect.
02:08Now we can probably see it best if we reduce our Wind Strength back down to zero.
02:12Now let's adjust the Turbulence.
02:14Let's try a value of 3.
02:15You can see the way that the particles are now being kicked around in a
02:18more random fashion.
02:20Let's try a Turbulence of 4, and why don't we also experiment with a value of 5?
02:31If we now go back to our Strength typing in 0.5, we can see both the Wind and
02:36the Turbulence effect.
02:37The Frequency Setting, down below Turbulence, causes the turbulence to vary
02:41periodically over time.
02:43For our example here, we'll leave the Frequency set to 0.
02:46Now you'll notice there is also a setting called Decay.
02:48When set to a value higher than zero, the strength of the wind will diminish as
02:53the distance increases away from the Wind icon, which creates the opportunity of
02:58completely changing the effect.
03:00Now you don't need much here, so let's keep the numbers real low.
03:03We'll take the Decay to 0.005.
03:06Now with the position of the Wind icon, look at the way the effect changes with
03:10further down in the system.
03:11Let's try and set a Decay value of 0.01.
03:14Let's take both our Decay and Strength values back to zero.
03:18Now a moment ago, I mentioned that the Wind's direction could be animated. Let's try that.
03:23With the Strength set at zero, we'll turn on our Auto Key.
03:26What we'll do is locked down the Strength at zero over the first one second of our animation.
03:30So at frame 30, let's hold the Shift key down then right-click on the Strength spinner.
03:35Notice the red brackets around the spinners indicating that we've got a keyframe
03:38now set at that frame.
03:40Okay, let's now go to frame 80 on the timeline.
03:43Here, let's change the Strength value to 3.
03:46Now if we scrub the timeline, we'll notice the snow originally falling straight down,
03:49then taking immediate exit to the left.
03:53Okay, we'll now go to frame 100, knocking the Strength value back down to zero.
03:57To create the effect of the snowflakes now rushing in the other direction, we'll
04:00go to frame 140 and change the Strength to -3.
04:05Now we can take our animation back to the first frame and play things back.
04:08So we've got the snow floating first downward, then being grabbed by the wind,
04:12pulling it left then right.
04:14Now with just these few settings we've experimented with, I got to believe
04:16you are going to be able to come up with quite a few applications in your own scenes.
04:20You know how the Wind works. Now go put it to use.
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Rotating particles with Motor space warp
00:00The Motor space warp can be used to apply rotational torque to both particles
00:05and objects participating in a dynamic simulation.
00:08It serves as an ideal way of creating effects like swirling clouds of dust or other debris.
00:13Let's take a look at how it works.
00:13We'll start by creating a PCloud particle system in our Top view.
00:21Let's now type in some size values over on the right-hand side.
00:25In the Display Icon category, let's take the Length to 300, the Width to 300,
00:30and for this example, we'll take our Height to 0.
00:34Now, to center our PCloud in world-space, let's now go to the Move icon and right-click.
00:39Using the Absolute:World values in the left-hand side of the dialog, let's take
00:43X, Y, and Z, all to 0.
00:45We can now close the window, then type Z for Zoom Extents selected.
00:49Okay, for the total number of particles we'll use in our PCloud, let's take
00:52our Use Rate to 1000.
00:54You'll find that under the Particle Generation tab.
00:57Now, we can add our Motor space warp.
00:59That too will be created in the Top view.
01:01On the right-hand side in the Create column, let's open up the space warps.
01:04We'll stay in the Forces category, choosing Motor, which is on the top-left side.
01:10Let's now create that Warp over to the right-hand side in our Top view.
01:13Now, with the Motor, the size of the icon doesn't matter, but the position will.
01:18Let's now bind the PCloud to the Motor.
01:20Okay, once we've done that, we'll go back and select the Motor icon, planning on
01:24aligning it to the middle of our PCloud in all four views.
01:27For that, we'll use the Align tool on the upper right-hand side of our toolbar.
01:31Once you've activated that button, let's go ahead and click on the PCloud icon.
01:35Okay, in the dialog, let's make sure that the Current Object and Target
01:38Object are both set to Center, and under Align Position, we'll activate all
01:43three, X, Y, and Z. Once you've done that, at the bottom, you can click
01:47either Apply or OK.
01:50Now, we can take our Perspective view full-screen. We'll play things back and
01:53see how things look.
01:58Now at this point, you'll notice the particles moving very slowly.
02:02Let's stop our playback and change the Motor's Off Time setting.
02:05We'll take that from the default value of 30 frames out to 100.
02:08Now, what that'll do is keep the Motor's influence going until the end of our animation.
02:14Let's now go ahead and resume our playback.
02:19Now, back on the right, under the Strength Control, we'll adjust the Basic Torque.
02:23Let's take that value to 100.
02:24Now, you can see the difference that's made.
02:28Let's try instead a Torque value of 500.
02:32You can see how things are spinning away faster still, and why don't we
02:36experiment with let's say 1000?
02:42So, the Basic Torque setting controls the amount of, well, Torque on our Motor system.
02:47A little further down in the settings, you'll see a category called
02:50Particle Effect Range.
02:52When enabled, this will control just how far into the distance the Motor's
02:56influence will affect the particles in the PCloud.
02:59Before we get too carried away, let's go ahead and zoom out on our view.
03:02Let's play things back and turn on Enable.
03:04Now, when you do, you'll see a spherically- shaped icon now surrounding the Motor space warp.
03:09Back on the right, notice the Effect Range is currently set at 1000.
03:12Now, watch what happens. We'll take that to 600, and why don't we also
03:17experiment with let's say a value of 400.
03:22So, what we see is the Motor's persuasion or influence travels only out to the
03:27far boundaries of the Effect Range.
03:29Let's turn Enable off and we'll see the difference that is made.
03:36Back on again, you can see the Effect Range is quite substantial in its level of influence.
03:41Let's continue on by unchecking the Enable button.
03:44Now earlier, I mentioned that the location of the Motor icon was important. Let's do this.
03:50Once we've stopped playback, we'll zoom back into our system.
03:53I'll now move the Motor space warp to a corner edge of our PCloud icon.
03:57Let's zoom back out, then resume playback to see the difference that's made.
04:07As you can see, the particles are now sweeping to the side of the PCloud.
04:12Back on the right, let's re- enable the Particle Effect Range.
04:16Let's try a few different numbers here.
04:18We'll take that Range to 1000.
04:26Then 500.
04:32You can see the difference that's made.
04:33Then we'll go back and turn the Range completely off.
04:36So that's the Motor space warp.
04:38I'll save my file out as Motor Space Warp Completed, should you want to look at over.
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Creating swirling effects with Vortex space warp
00:00Max's Vortex space warp is ideal for creating tornado or other whirling
00:04type special effects.
00:06The particles that the warp controls are driven down a spout or what is
00:10officially referred to as a vortex well.
00:13I will show you how things work using a file named Vortex space warp.
00:17The scene currently consists of a PCloud particle system.
00:20Our work will begin by creating a vortex to the right of the PCloud in the Top view.
00:25To have the vortex now affect our PCloud particles, we'll bind the vortex
00:29back to the PCloud icon.
00:31Remember, the binding process can go either way.
00:34As we scrub our timeline, it's obvious that the Vortex position in relation to
00:39the particle system that it affects makes a difference.
00:44For our example, let's center the space warp on top of our PCloud system.
00:48To do that, we will select the Vortex, then open up the Align command on the
00:52right-hand side of our toolbar.
00:54Now, once the button has been activated, we can go ahead and click on our PCloud icon.
00:59In the dialog box, we will make sure the Current Object and Target Object
01:02are both set to Center.
01:04Then above that under Align position, we want to activate all three, x, y, and z.
01:09Now once we have done that at the bottom, we can click either Apply or OK.
01:12Now watch what the difference the centering has made if we again scrub our timeline.
01:17With using the Vortex, the size or area of the particle icon it affects can make
01:22a big difference on how the effect turns out.
01:24Let's select our PCloud icon, changing its Height to 500.
01:36Again, then playing things back, you can see the difference.
01:40Let's go ahead and take the PCloud Height back to the original value of 200 and
01:48once we have done that, we will take our Perspective view then full-screen.
01:53Now you can also control the timing of how long the Vortex holds on with
01:57its whirling effect.
01:58To show you that, we will have to go back and select our Vortex.
02:01I will use the Select by Name list by typing H. We can then begin playback, then
02:06turn our attention to the right-hand column.
02:08Now up at the top, under the Parameters category, we have a section called Timing.
02:14Let's take the Time Off value to 10.
02:16So with this, the Vortex affects the particles only for the first ten frames of our animation.
02:21Let's change the Time Off to let's say 50.
02:23Here it grabs or holds on a little longer.
02:26Let's take that to the original default of 100.
02:28You can also control the actual shape or distance from side to side in the way
02:33the particles turn within the well.
02:35For this, we will be adjusting the Vortex shape.
02:38Under Taper Length, let's change the number from 100 to 1500.
02:43You can see how the Vortex effect is has now been spread out.
02:46Let's take that back to 100.
02:47So you can create a tight spiral downward or something maybe a little more
02:51loose like you'd see in a churning whirlpool out at sea.
02:54You can also control what is called the Axial Drop, which is just how much or how
02:59fast the particles travel downward.
03:01Let's take our Axial Drop to 0 to see how that changes the effect.
03:06Now, the PCloud particles stay contained within the particle icon.
03:10Let's try an Axial Drop value of let's say 3.
03:13Now you can see how things fall at a very rapid pace.
03:16Let's take that drop value back to the original default of 0.1.
03:18Why don't we also see how the effect would change if we move the Vortex back to
03:23the side of the PCloud.
03:24For that, I will temporarily zoom back in, then move the Vortex to over let's
03:28say the left-hand side of the PCloud.
03:30Pulling out back away and playing things again reveals our results.
03:34So there you go with the Vortex space warp.
03:37Tornadoes, dust devils, whirlpools, a lot it can do.
03:40I will save the file up as Vortex Space Warp Completed if you want to check it out.
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Blowing things up with Bomb space warp
00:00The Bomb space warp serves as another way to blow things up.
00:03Now unlike its exploding counterpart the PArray, a bomb's position in your
00:08scene will control just exactly where its blasting effect originates.
00:12I am going to drop a sphere in the middle of my Top view.
00:14I will then zoom out a ways in all four windows.
00:17Okay, going back on the left, we'll go where the space warp's looking for the Bomb.
00:21Now very important in the Space Warp category, you will find both the Bomb and the PBomb.
00:26It's the Bomb we want for this one.
00:28So we will go under the Forces button, changing over to Geometric Deformable.
00:32Now, from here, we can see the Bomb command over on the lower left-hand side.
00:36Let's click on that button then drop a Bomb in the lower right corner of our Top view.
00:40Its icon will look like a small three-dimensional pyramid.
00:43Now once we have it in place, let's go ahead and bind our sphere back to the Bomb.
00:48Once we have done that, let's return to the Select mode by typing the Q key on our keyboard.
00:52Okay, let's now scrub back our timeline.
00:54Focusing on our Top view we will see how the sphere geometry is pushing in the
00:58opposite direction than the Bomb icon.
01:00We will see indeed how the position of that Bomb icon makes a difference by
01:04moving it to the lower left-hand corner then scrubbing the Timeline again.
01:08Okay, with the Bomb space warp selected, let's move over to the Modify
01:11column for our settings.
01:12We can then go ahead and begin to play things back.
01:15For the timing of the explosion, you will find the control named Detonation
01:19under the General category at the bottom.
01:21By default, the Bomb's effect begins at Frame 5.
01:24Let's change that using a Detonation time of 15.
01:27As far as the strength of the explosion effect, you will see that in the
01:30Explosion category under, you guessed it, Strength.
01:33Now, it's currently set to 1.
01:34Let's change that Strength to let's say 3.
01:37Let's also try a value of 5.
01:42Now, if you want the Sphere fragments to spin in some way, we can change the Spin value.
01:46Let's set that to 1.
01:47Now if you want that a little slower, we can take that number down a little bit lower.
01:54Why don't we try 0.5?
01:56Let's now stop our playback, changing our attention to the Front view.
02:00Now, from here upon Detonation, there seems to be some pull of gravity.
02:04You can find that setting again down at the bottom in the General category.
02:08Let's try a Gravity value of 0 and see how things look.
02:13Let's try 2, and why don't we also experiment with a value of 5?
02:22So the higher value of Gravity, the more the pulling down effect.
02:25Now you can also use a negative Gravity value to make things look like they
02:29are exploding upward. Let's try -1.
02:31you can see the difference that's made there.
02:33We will take the Gravity back to 0.
02:36Returning to our first frame, let's now move the Bomb to the middle of the sphere.
02:40We can do that using the Align command on the toolbar.
02:43In the dialog, we will make sure that Current Object and Target Object are
02:47both set to Center.
02:48Then above that in Align position, we will check all three X, Y, and Z.
02:53Once we have done that, we can click on either the Apply or OK buttons down at the bottom.
02:58Now, why don't we switch back to playing things back in our Perspective view?
03:02Okay, now remember, the detonation occurs from the position of the Bomb icon,
03:06which is now in the center of our sphere.
03:08Let's scrub the Timeline and see how things now look different.
03:12With things exploding so quickly, let's take our Strength on our explosion back down to 1.
03:17Now, when scrubbing the Timeline, you will see not just the fragments
03:20pulling away from the Bomb's center, but also the spin of the individual geometric pieces.
03:26Using our current settings, the number of fragments are actually being
03:29controlled by the number of faces or segments on our sphere.
03:32Let's go back to the Sphere, reducing the number of segments down to 10 to see
03:36how that would look.
03:38Now, you can see the difference that's made.
03:43If we want more particles being generated - now they are still going to be
03:46triangles because of the way the sphere was created - we will change our Sphere's
03:49Segment count to let's say 50.
03:52Once you have done that, you can scrub the Timeline again.
03:57Now, the Bomb is not perfect.
03:59You don't, for an example, have the same level of fragment control as you do
04:02with let's say the PArray.
04:04But it certainly can be helpful when wanting to make a down and dirty explosion
04:08in a short period of time.
04:10I will save things out as Bomb Space Warp Completed if you want to go in and
04:13experiment a little more.
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Blowing things up with PBomb space warp
00:00When used in conjunction with the PArray particle system, a PBomb space warp can
00:05offer a little different technique and result in blowing something up.
00:09To show you how that works, I will be using a file named PBomb Space Warp.
00:13Now the scene consists of a sphere object with a particle array positioned to
00:17its side and bound to it.
00:19Both the Speed and Diversion settings on the PArray have been set to 0, as we are
00:23going to be using a PBomb to generate the explosion and tearing away the object
00:27fragments in our effect.
00:28A Visibility Track is also been set up on the sphere so when the PArray
00:32fragments blow, things will look as they should.
00:34Now you can find more information on setting up Visibility Tracks in our project
00:38chapter on creating explosions.
00:40We will create a PBomb to the side of our sphere in the Top view.
00:44The PBomb can be found on the Forces category of our space warps.
00:48Now once created, the icon for the PBomb will look like one of those old cartoon
00:52type bombs with a fuse sticking out at the top.
00:55Once we have got our space warp in play, we can then bind the PArray to the PBomb.
01:00Now, once you have made that binding connection, you might want to go back to
01:03the Select mode, tapping the Q key on the keyboard.
01:06Okay, let's now take our Top view full- screen and we will scrub the Timeline.
01:10Now think what's happening here.
01:12It's not the PArray settings that are controlling our explosion, but rather the
01:15introduction of our PBomb.
01:17Now the PBomb is another one of those space warps whose detonation point
01:21originates from the position of the icon in the view.
01:24Let's see how things would look different if we instead position the PBomb in
01:27the middle of our sphere object.
01:29To do that, we will select the PBomb icon, then activate the Align command up on the toolbar.
01:34We can now then go ahead and select our original sphere.
01:36Now it's probably easiest to do that by using the Select by Name command by
01:40typing H. From the list, you will click on Sphere001.
01:47Okay, in the Align Selection dialog, we want to make sure the both Current
01:50Object and Target Object are set to Center.
01:53We will then want to make sure up above that under Align Position all three, X,
01:58Y, and Z, are checked.
01:59Now once we have done that we can go ahead and say OK.
02:01Why don't we now take our Perspective view full- screen and now we can scrub over our Timeline.
02:13For a slower explosion, let's change the PBomb Strength to 0.5.
02:16That will give us a chance to play things back, being able to see our effect a little easier.
02:22Okay, with that value change, we can now use our playback.
02:30The blasting effect can be generated a couple of different ways.
02:34Over on the right at the top under Particle Bomb Blast Symmetry, let's change
02:37from Spherical to Cylindrical.
02:39Now you can see the difference that's made as far as the way the chunks blow
02:43away from the PBomb icon.
02:45Why don't we also check into the Planar type of explosion?
02:48Here are things that you can see blowing more of an up-and-down fashion.
02:51Let's change that symmetry back to Spherical.
02:54The Duration under the Explosion Parameters sets the number of frames beyond the
02:59first over which the force will be applied.
03:01Now you will typically want to keep this number small, maybe somewhere between 0 and 3.
03:05Where the real control comes in the PBomb is adjusting the explosion range.
03:10The Range value controls the maximum distance away from the PBomb icon that the
03:15particles or the fragments will be affected.
03:17So if you decrease the Range enough, and here is what's cool,
03:20the PBomb is then placed off to the side of the particles that it's affecting.
03:24You can make it soon up all the surface's geometry is being affected by the
03:27blast, creating a kind of partial tearing away of the object surface.
03:32Let's see if we can do something like that.
03:34Now if we scrub our Timeline, we are still getting a full explosive effect.
03:38Now, here is how we can make some adjustments.
03:40Over on the right, let's begin, down at the bottom under Display icon,
03:43turning on Range Indicator.
03:46This gives us a visual representation of how far the range actually expands.
03:50What we will then do in the Explosion Parameters part using the Range control,
03:54I am going to use my spinner to take that number now downward.
03:57As I do, you can see how it substantially changes that explosive effect, now
04:02only tearing away certain particles as opposed to the entire object.
04:05You can experiment with the Range value, adjusting the spinner higher and lower
04:09to get the effect that you are aiming for.
04:11Now once we have got that in a pretty good range, we will go ahead and play our Timeline.
04:14We see the partial breaking down of our fragments.
04:16Let's now on the PBomb adjust the strength upward. We will take it to 5.
04:20So that's pretty cool.
04:21Now you could always go back in the PArray to adjust the spin and thickness
04:24of each fragment to finish off the effect, but I think you get the idea of how things work.
04:29So that's the PBomb being used in combination with the PArray.
04:32An effective technique, when you are trying to have maybe a little more control
04:35over your explosion.
04:36I will go ahead and save this scene out as PBomb Space Warp Completed if you'd
04:40like to take a look.
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Making particles follow a path
00:00With the use of the Path Follow space warp, particles can be programmed and
00:04travel along a spline shape that you draw in your scene, and it's a great way,
00:08for an example, to have a trail of pixie dust high in the sky spelling out a name
00:11or maybe a flow of water following a defined direction or pattern.
00:15Let's take a look at how you'd set the Path Follow up.
00:18I have created a basic file that I have named Path Follow Space Warp.
00:21It consists of a Super Spray particle system and a bright blue line that we will
00:25be using as the path for our Super Spray particles to follow.
00:28Go ahead and scrub the Timeline.
00:30Right now as we'd expect to see, we have got the Super Spray particle emission
00:34being determined by the settings that we configured in the right-hand controls.
00:38We'll change that by creating and binding a Path Follow space warp to our particles.
00:43In the right-hand column, let's open up our space warps, choosing Path Follow.
00:48You can now create that space warp anywhere you'd like within the scene.
00:51Now, once in place, we'll activate the Bind to Space Warp command and we will
00:55bind the Path Follow to the Super Spray particle system.
00:58Now we are also going to need to identify the line that we will be using as the
01:01path for our particles to follow.
01:03With the space warp selected, let's move to our controls on the right-hand side.
01:07At the top, in the Basic Parameters Current Path section, let's click on the
01:10button that says Pick Shape Object.
01:13Now, position your cursor on top of the blue line and simply click.
01:17If you have made good connection, you will now see that line as being selected
01:20as our Path Follow path.
01:22Okay, now we can scrub the Timeline again.
01:24As we see, the particles on our super spray have now been programmed to follow
01:28the curvature of our spline path.
01:30Now, a couple of Path Follow controls to be aware of.
01:33Under Motion Timing, you will see Start Frame.
01:36This sets the frame number at which the Path Follow actually starts
01:39affecting the particles.
01:41So, if we, for an example, set this to 15, the particles shooting out of the
01:45Super Spray would travel in their original not influenced direction until
01:49the clip's 15th frame.
01:50Let's see if that's the case.
01:52Now, once we have changed the number, we can then again scrub our Timeline.
01:55So when set at 15, you will notice the Path Follow space warp not affecting
01:59the influence or path direction of the Super Spray until about a half second
02:03into our animation.
02:04Now let's see what things would look like if we instead change the Start Frame to 30.
02:08Now the particles should carry out on their own for the first one second of our
02:12animation, only then after being affected by the Path Follow space warp.
02:21So, we go a full 30 frames into our animation before the Path Follow
02:25starts grabbing hold.
02:26I am going to take the Start Frame back to 0.
02:28Now scrubbing closer to the end of our animation, you will notice the path's
02:32influence seems to break loose or cut off.
02:35That's because of the frame number we are currently using for last frame,
02:38which controls basically when the Path Follow releases its effect on the
02:42particles bound to it.
02:43So with a current value of 100, the Path Follow will guide or influence the
02:47particles for only 100 frames.
02:50Then turn the direction of the particle flow back over to the Super Spray.
02:54Watch the difference if we take the last frame setting to 150.
03:03Now, the Path Follow grabs ahold of our particles, influencing their direction
03:08to the last frame of our animation.
03:10In the Particle Motion section you can also determine whether or not the
03:13path's actual position in relation of the particles that are bound to it makes a difference.
03:18When set to Along Offset Splines, moving the line used for the particle's path
03:23directly affects the particles' flow and direction.
03:34When the setting is instead set to Along Parallel Splines, the location of the
03:38original path line makes no difference.
03:41Its orientation though does still affect the particles' travel.
03:45With Stream Taper and Steam Swirl, we have got controls for both how far off the
03:49path the particles can or will diverge and whether or not the particles will
03:53spin or rotate within the overall effect.
03:57So, that's the Path Follow space warp, a handy little way to make a series of
04:00particles follow an actual path.
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Creating wave effects
00:00The Wave space warp can be used on any scene object to create an adjustable wave like effect.
00:06Ocean water or maybe a flag blowing in the wind would be perfect examples of
00:10how it can be used.
00:11Now, I will be showing the space warp controls using a file named Wave Space Warp.
00:16Now, the box that's been created has had quite a few extra segments added in, in
00:20order to properly deform with the wave effect.
00:22Let's go ahead and add in our Wave space warp.
00:25Now the viewport it's made in will affect its orientation in the scene.
00:28So let's drop it directly on top of our blue box in the Top view.
00:31We will go to the Space Warp tab in the right then go under the
00:35Geometric Deformable.
00:36Let's click on the button, then create it in the middle of our Top view.
00:39Now once in position, let go of your left mouse then move your mouse up and down gradually.
00:44This second mouse movement controls what is called the amplitude on the wave icon.
00:48Now when you are happy with that height, go ahead and click again.
00:51You can now hit Z to center things up in all four views.
00:55Okay, now before we bind things together, we are going to want to rotate our
00:58wave icon an even 90 degrees.
01:00We can do that by using the Angle Snap.
01:02I will get to my Rotate command then verify the Angle Snap indeed hsd been activated.
01:07If it hasn't, you can use the keyboard shortcut, the letter A. Okay, that
01:10will get us ready to go.
01:12In the Top view, we can now rotate our Wave space warp at even 90 degrees.
01:16Once we have done that, we can move to our controls on the right-hand side.
01:19We will start by adjusting the height of our waves.
01:21Now we can do that with the Amplitude values, both 1 and 2.
01:24We will set each of those to a value of 10.
01:27Once those numbers are in place, let's activate the Bind to Space Warp command
01:31and we will bind the box back to the wave icon.
01:33Now once we have made that connection, you can see the change that's made to the
01:36overall look of our blue box.
01:38Okay, now that we tie the two together, watch the effect of moving the space
01:42warp icon back and forth.
01:46A similar deformation will take place if we rotate that same icon.
01:50Let's now animate the effect.
01:52We can do that using the Wave's Phase control.
01:55Now before we jump into that, let's use our Hold command so we can return
01:58to this point in time.
02:00Okay, I think we are ready to go.
02:01Let's turn on the Auto key using the keyboard shortcut command, the letter N.
02:05Verifying the red frames here on the Timeline, we'll now on the right-hand side
02:09change the Phase control to an amount of 5.
02:11Once we have locked that down, we can scoot to Frame 100, changing that Phase amount to 7.
02:21Okay, we can now turn the Auto key off and play things back.
02:26Now, you know what, this gives me an idea.
02:29Let's interactively change the wave's length using the spinner control.
02:32If we now take that wavelength to a higher number, maybe around 200 or so and
02:36play things back, well, now we have got the good old magic carpet ride.
02:40Let's go ahead now and stop our playback then fetch our scene.
02:48Once we have done that, why don't we now adjust the Amplitude values?
02:51Both 1 and 2 will take to a value of 30.
02:53What I'd like to do now is show you what the Decay setting controls.
02:57Now with Decay, using a number larger than 0, the farther away the gizmo is from
03:02the actual geometry, the less effect the space warp will have on that geometry.
03:06Now, you don't need a large value to create the effect. Let's take our
03:09Decay down to 0.02.
03:11Once we have done that, we will move our space warp icon to the lower
03:14left-hand corner of our view.
03:16Now, when you get it down there, you will want the icon to overlap the
03:19geometry just slightly.
03:21Once we have done that, we will rotate the wave icon, let's say 35 degrees.
03:28Okay, let's see we can now do.
03:30We will turn on the Auto key then start adjusting the Phase value.
03:33At Frame 0, we will take the Phase to a level of 5.
03:37Once we have locked that down, we can move to Frame 100, taking the phase to 7.
03:42Let's now play things back.
03:45Now, as you can see, by controlling the Decay setting, we now no longer
03:48influence the entire box object, and we could also easily change the position of
03:53our effect over to the other side of the box.
03:55I will go ahead and save my scene out as Wave Space Warp Completed if you'd
03:58like to look it over.
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Creating ripples
00:00With the Ripple space warp, you can create a variety of rippling effects.
00:04Made to be used on objects and not particle systems, let's take a look at how it works.
00:10Now, I am going to be using a file named Ripple Space Warp to get us going.
00:13Let's start things off by creating a Ripple directly on top of our green
00:16object in the Top view.
00:18Now the Ripple space warp is going to be found not into Forces, but
00:22Geometric Deformable.
00:23So let's change over to that.
00:24On the right-hand side, second one down, let's click on Ripple.
00:27Now, in the Top view, starting in the middle of our green box, let's go
00:31ahead and pull one out.
00:32Now when you let go over your mouse, you will be controlling what is called the Amplitude.
00:35So just pull up or down slightly then click again.
00:39Okay, let's now take our Perspective view going full-screen.
00:43In order to better see the Ripple space warp, let's go ahead and move it
00:46slightly up above the box.
00:48Okay, once we have done that, we can now use the Bind to space warp command to
00:52bind the Ripple back to the green object.
00:55Now, as soon as you have made connection, you will notice a dramatic change to
00:57the overall shape of that box.
00:59Let's now on the right-hand side change the Wave Length.
01:02We will take it to a value of 60.
01:04To control the height or depth of each ripple, we will change both Amplitudes 1
01:08and 2 to a value of 3.
01:10Now, at this point, we could animate the Phase value to produce the rippling effect.
01:14Let's do this. At frame 0, we will set the Phase value to 2.
01:18Let's now turn on the Auto Key using the keyboard shortcut command, the letter N.
01:22Let's now move to frame 100, setting the Phase value to a level of 1.
01:28Okay, we could now turn Auto Key off then move the Ripple space warp down a
01:31little so we can more easily see our mesh.
01:34Once we have done that, we can now play things back.
01:39Let's now adjust the Decay value of the Ripple so the effect doesn't influence
01:42the box's geometry quite as much on the edges.
01:45We will stop our play, going back to the right-hand side settings.
01:49Directly below Phase, you will find Decay.
01:51Let's set that number to point 0.015.
01:54Now starting back at the beginning, we will play things back once again.
01:58What we get is kind of the effect that you'd see with a water drop hitting the
02:01top surface of a body of water.
02:03Now, we could probably animate this effect even further.
02:06Keying both the Phase and Decay settings on our space warp. Let's do that.
02:10We will stop our play returning to frame 0.
02:13Looking in the settings on the right, we will verify the Phase as currently set to 2.
02:17Now we can turn on our Auto key.
02:19Next step, we will move it to frame 15, taking the Phase value again to a level of 2.
02:24Now, this will lock-in that rippling effect for the first one second of our animation.
02:28We can now move to frame 80, taking the Phase value to 1.
02:31Okay, back to the beginning of our Timeline we go, playing things back once again.
02:38So there's our fit to the water drop, dropping on top of the water surface.
02:42Now we want to take things further, animating the Decay.
02:44We will stop the playback, returning again to frame 0.
02:48Making sure Auto Key is still on, we will take the Decay to 0.1.
02:51Now, after we have done that, we will go to frame 15 and again, lock in that
02:55Decay 0.1 value in place.
02:57We can lock that number in place, creating a key by simply holding the Shift key down,
03:01then right-clicking on either of the Decay spinners. Let's do that.
03:05Now, if we have done this correctly, we should see a series of red brackets
03:08around the Decay spinners.
03:09From here, we will go to frame 50, taking the Decay to 0.02, and finally, we will
03:14go to frame 80, taking the Decay value to 0.1.
03:17We will turn off our Auto Key, then play things back again.
03:24Why don't we make that depth,
03:27in other word, the water drops impact on the water surface, a little more pronounced?
03:31To do that, we will stop the play, then change both Amplitude numbers on
03:35our space warp to 5.
03:37Once we have done that, we will play things back again.
03:39So that's pretty nice.
03:40Now, when you start creating water flows and their associated effects,
03:44consider whether or not the ripple might be able to add a little extra realism to your effect.
03:48I will save the scene up as Ripple Space Warp Completed if you'd like to look
03:52over what we have done.
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Deflecting particles off surfaces
00:00A Deflector space warp acts as a kind of shield that repels and they come in a
00:05lot of different shapes and sizes in 3ds Max with some being designed to be used
00:08with particles, while others are meant to be used with or on objects.
00:13With either type you end up using, you are going to find yourself controlling a
00:16similar set of adjustments.
00:18Settings like Bounce and Friction and Chaos, all being used to influence
00:22what happens to your object or particle, should it indeed make contact with a Deflector.
00:27Now with this being a title specifically on particle effects, we are going to be
00:30concentrating on the Deflector types that deal directly with particle systems.
00:34As we work though, we will certainly at least identify the other Deflectors and their usage.
00:39For all that, I will be working with a file named Deflector Space Warps.
00:43Now the scene has been set up to include a particle spray that's shooting
00:46particles toward the top of the screen.
00:47We have got a box over on the left-hand side and a Gravity space warp that's yet
00:51to be bound to the Super Spray system.
00:53With those elements in place, we can now concentrate on our Deflectors.
00:57Now the Deflector space warps are located in the Command panel under their own category.
01:01We will click on the space warp tab then go under Forces to Deflectors.
01:06As you can see, there is quite a few different ones to choose from.
01:09Now that list is broken down to basically three main types of Deflectors.
01:13Two that are used on particle systems and one being used specifically for
01:17dynamic simulations.
01:18The three containing the letters spelling out Dyna are for dynamic simulations.
01:23Smashing something into a wall made of geometry and having that wall break up
01:26into many parts would be an example there.
01:29The ones that we will be concentrating on are the series of three that
01:31simply read Deflector.
01:33SDeflector, UDeflector and just plain old Deflector.
01:37The third class, the Omni Deflectors, are basically just another set of
01:40particle Deflectors that have a few specialized bells and whistles for their
01:44deflecting effects.
01:45We will be able to get all the important points across using simply the regular
01:49Deflector types, so here we go.
01:51With an SDeflector, the shape of the deflecting shield is spherical.
01:54Now that shield doesn't render, but it does represent a round shape deflection
01:58device all the same.
02:00Anything that comes into contact with the icon on the screen will deflect off it.
02:04Now that's just as long as it's been bound to the particle system it's
02:06entended yo affect.
02:08Over on the right, you see its three primary controls.
02:11Bounce, which allows you to control the speed at which a particle ricochets or
02:15bounces off the Deflector.
02:16Chaos, which controls whether there is any variation in the angle at which things deflect.
02:21and Friction which determines whether or not the particles slow down or grab a
02:25hold of the deflecting device when contact is made.
02:28Now, the space warp simply named Deflector pretty much has the same controls but
02:31its shape is instead flat or planar.
02:34Let's drop one of those below the green box on the left-hand side of our view.
02:37And then you have got the UDeflector, which may very well be the one that you are
02:41going to use most often as it allows you to pick an object from your scene as
02:45the deflecting device.
02:46Now, with that one, its position and orientation of the scene is of little importance.
02:50What is important is that you identify the object in your scene that will be
02:54using the deflecting mechanism.
02:56So over on the right, we will go to the Modify column, we will click on the Pick
02:59Object button, and for this example we will then select the bright green box.
03:03Now, when contact is made, we have to see the name Box 001 directly above
03:07the Pick Object button.
03:08Now to see how things work, let's set a few things up.
03:11Let's first the grab the Gravity space warp and we will bind it back to the Super Spray.
03:15Now that's the purple icon on the right- hand side with its arrow pointing down.
03:19Okay, once we have done that, we will begin scrubbing the timeline to see what
03:22effect the Gravity has on our Super Spray particles.
03:25Now, as you can see, with the Gravity Strength set to 1, the particles are
03:28virtually just dropping straight down.
03:30What I want to do is adjust the Gravity Strength so that the particles begin to
03:33look like they come in contact with the green box.
03:35We will move to a frame somewhere in the middle and then adjust the Gravity with our spinner.
03:40For my example, I have settled in with a Strength value of 0.08.
03:44Okay, let's now select the UDeflector. That's the little purple icon to the
03:47left-hand side of our green box.
03:49We can then bind that back to the Super Spray also.
03:52Now, once we have done that, let's go ahead and begin our playback.
03:57Now, when the particles proceed toward the green box, they are bouncing off it.
04:00The amount of that bounce can be controlled over on the right with, you guessed it,
04:04the Bounce setting.
04:05Let's take that bounce to let's say 2.
04:06Now we have got more of a super ball effect coming off the green box.
04:11Let's try instead a Bounce value of 0.5.
04:14Okay, you can see the difference there.
04:16Now under Bounce, you have got Variation.
04:18This will simply vary the way the Bounce actually occurs.
04:21Let's try Variation of 50.
04:27So, the particles are now bouncing off the box in a more random fashion.
04:30Let's also set Chaos to 50.
04:33Now with Friction, we can create an effect as if the particles are actually
04:36grabbing or sticking to the box. Let's try that.
04:39We will set our Friction to a value of 50 and for more of a true reflection of
04:43the effect, why don't we also try 100?
04:45Now to see the Friction's effect a little better, why don't we stop our playback
04:49and slightly rotate upward our green box?
04:52Playing things through again reveals an entirely different result.
04:56Let's see what would happen if we remove the Friction, taking the value back down to 0.
05:01You can certainly see a big difference there.
05:03Now what's cool about these deflecting effects, they can also be used
05:06on animated objects.
05:08Let's do this. So we can return back to this point in time.
05:10Let's hold our file.
05:11We will now select the green box and animate it going up and down over a period of time.
05:19Around frame 70, I will tilt it down slightly.
05:22Go to around frame 130, taking it down a little more, then around 175,
05:27I'll reverse that direction, rotating it back up.
05:31Okay, once we have done that, we will again play things back.
05:34So that's pretty neat the way things work.
05:36Let's go and stop our play, fetching our file.
05:38Now at this point, I'd like to also get the SDeflector into play.
05:42Now to do that we either going to have to move our Deflector or simply rotate
05:45our box so the particles fall downward as opposed to skidding off the way they
05:48are now. Let's rotate the box.
05:51All I do is rotate the box enough so the particles now fall in the direction of the SDeflector.
05:55Okay, now, if we do indeed want that SDeflector to affect our Super Spray
05:59particles, we are going to have to bind the Deflector back to the particle system.
06:03Let's go ahead and do that.
06:04This time around, I will activate the Bind to Space Warp command,
06:07I will select my Super Spray, then simply type H to open up the Select Space Warp list.
06:11Okay, from the names, I will select SDeflector001.
06:15Now once we have bound those two things together, let's go ahead and scrub our timeline.
06:18With the SDeflector now in play, why don't we add a sphere into our scene
06:22directly on top of the SDeflector icon?
06:24That will make things look more realistic as if they are actually bouncing off
06:27an object in our scene.
06:34Let's go ahead and play things back and see how things look.
06:36Why don't we now reduce the Bounce effect on the SDeflector?
06:39We will go to the Modify column, changing the Bounce on the SDeflector to a value of 0.1.
06:45Now just a quick note. If you ever want to turn off the effect at any
06:48given Deflector, you want to select in your scene the particle system that
06:52that Deflector affects.
06:53In our case here, that would be the Super Spray.
06:55Once you have done that, looking in the stack, you can see all the
06:59different bindings.
07:00To turn off or to disable any of the effects, you could simply click directly on
07:04top of the light bulb to the left of that entry in the stack.
07:06Why don't we also get the Deflector icon, the one in the lower left-hand
07:10corner, also in play?
07:12To do that, I will move to a later frame in my animation.
07:14That will simply give me a better idea of where the particles are falling.
07:16Then I will zoom out and reposition the Deflector icon down below.
07:21Now at this point, the Deflector is pretty small in size.
07:24So on the right, we will change both the width and length of its icon.
07:28Let's now get it into play by binding it back to the Super Spray.
07:42Playing things back from there, you can see the results.
07:45Let's now take the Bounce value on the Deflector down to, why don't we say 0.3?
07:51So that will give us an idea of some of the possibilities when using Deflectors.
07:54They will definitely be coming in handy when we get to the project portion of our title.
07:59For this one, I will save it up as Deflector Space Warps Completed if you'd
08:02like to look it over.
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Spawning particles
00:00Through a process called spawning, particles can be made to do different things,
00:04when they come into contact with the Deflector space warp.
00:07By different, I mean being able to either die off or birth other particles when
00:12contact with that space warp is made.
00:14The file I'll be using for my example is named Spawning Particles.
00:18Now the Spawning effect comes through a series of settings not on the
00:21Deflector, but instead on the particle system, which in our case here is the
00:25Super Spray that's been positioned in the lower right-hand side of our screen.
00:29To get to the Spawn Settings, we'll right -click in any empty area of our Command
00:32panel and from the menu choose Particle Spawn.
00:35Now as you can see out of the spawning effects, we've got quite a few different options.
00:39Choosing Die After Collision would do just that, having any particle that
00:43collided with a bound space warp disappears or what Max refers to as die off.
00:49So that would work in a situation where maybe you wanted your particles to be
00:52absorbed by the bound Deflector.
00:54Choosing instead Spawn on Collision would have each particle that made contact
00:58with the Deflector basically duplicate, creating new particles from the
01:02original particles.
01:03Maybe a glass full of water being poured on the floor would be a good example of
01:07using Spawn on Collision.
01:08When the liquid collided with the harder surface of the floor, its particles,
01:12the water, would break into many more smaller drops or puddles.
01:16The Spawns setting controls the number of spawns, after or beyond the original
01:20particles that have been generated.
01:21So if you wanted, you could have continual multiple birthing events being driven
01:25of a single series of original particles.
01:27Now, with all the Spawn settings, you need to be very conscientious of what
01:31these additional particles are going to do to your computer once they hit the screen.
01:34Single particle emissions can be taxing on the rolling. You start adding more and
01:38more particles to a scene and you really do start playing with fire.
01:42Now that doesn't mean don't use the spawning effects. Just be real careful and
01:46really aware of how debilitating they can be, on even the fastest computer.
01:50For our example, we will leave the Spawns value set to 1.
01:53Now, the Effects setting gives you the opportunity to determine just what
01:57percentage of original particles actually spawn.
02:00So if you set the value to 50 and you had for example a thousand particles in
02:04your scene, only 500 of those most particles would create others.
02:08Let's go ahead and change that value to 50.
02:10Now, the big control is Multiplier.
02:12This determines the number of additional particles that will be created off each
02:16of the original set to spawn particles.
02:18Let's take that value to 3.
02:20This one's again one of the controls that will flat out, flatten your computer
02:23during both screen redraws and especially at render time.
02:27So you always want to take that number only as high as it needs to be.
02:30Now, I only have a certain percentage of my particles being displayed, but you
02:34can get the idea of just how the multiplier does business.
02:38Variation simply varies the number of particles being spawned from one spawning
02:42particle to the next.
02:44And you've got Chaos controls for both Direction and Speed.
02:47Now those, as the names imply merely add a little randomness to what they control.
02:52I've got both my Direction and Speed Chaos set to 30.
02:55Let's take those down to zero and see the difference it makes in our scene.
02:58Now, the effect isn't quite so chaotic.
03:01For comparison, let's take both the Direction Chaos and Speed Chaos back to 30.
03:06Now, the other two spawning options that we haven't talked about yet are Spawn
03:09on Death and Spawn Trails.
03:11With Spawn Trails, the spawning of new particles takes place at each frame of
03:16that particle's life, thereby creating a trailing type particle flow.
03:20Now, you can just imagine how crushing that would be to your hardware.
03:23New particles being created at each frame that original particle's in plain.
03:27Now of the options, I think you'll be using the Spawn on Collision setting most often.
03:32Do experiment though as the options are capable of creating many different style of effects.
03:36So that will set you up, with some of your options when choosing to create a spawning effect.
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6. Project: Creating Smoldering Cigarette Smoke
Creating a Super Spray particle system for the smoke
00:00Creating smoke as a special effect comes up quite often.
00:04In this project, we'll create, then animate the smoke that you might see coming
00:08from a lit cigarette.
00:09We'll also be adding a little wind to the effect as if coming from an open room window.
00:13We'll get things started using a file named Project Smoke.
00:17All of the geometry and scene animation is in place.
00:20So we'll have an opportunity to concentrate on creating the particle effect that
00:24needs space warps to make things come together.
00:26If we scrub our Timeline, we'll see that our window is being animated to open
00:30over approximately three-second time frame.
00:33That will give us the opportunity to make our smoke dance around a bit because
00:36of the incoming breeze.
00:38Now our smoke will be created using a Super Spray particle system.
00:42Let's drop one in, using the Top view and placing it directly in line with the
00:46end of our cigarette.
00:48To return to a four-view configuration, I'll simply use the keyboard
00:51shortcut Alt+W. We'll activate the Top view, then on the right hand side, go
00:55to our Particle Systems.
00:56Then on the left-hand side, furthest down, we'll click on Super Spray.
01:02Okay, I'll now zoom into the cigarette and I'll drop my Super Spray in place.
01:06Now our particles will be emitted from the center of the crosshairs on the Super Spray icon.
01:11So we'll need to check all three orthographic views for the position of our Super Spray.
01:15We're going to want a position that directly right on top of the tip of our pink cigarette.
01:19Now once we've done that, we can take the Perspective view back to being full screen.
01:23Now, for the best possible view of our particles in Wireframe mode, let's change
01:27the color of our Super Spray icon to a bright white.
01:30We should also change the Particle Display inside our windows on the Super
01:34Spray from Ticks to Dots.
01:36I'll go to the Modify column, then under Viewport Display, we'll change to Dots.
01:40That will simply give us a better looking preview for our particles.
01:44Now if you scrub the Timeline, you'll notice only a certain percentage of our
01:47particles are being viewed inside our display.
01:50On the right, you'll notice the current Percentage of Particles being only 10%.
01:54Let's change that to 50.
01:56Now we can go ahead and scrub our Timeline.
01:58In doing so, you'll notice the Super Spray is set to currently only emit over
02:02the first 30 frames of our animation. We're going to need to adjust that too.
02:05Under the Particle Generation tab, let's change the Emit Stop time to 300.
02:09That will sync up to the length of our animation.
02:12Let's also change Display to 300 and we'll take the Life to 180.
02:16We can now go ahead and play things back. Okay.
02:20To give a little spread to our particles, let's go further up to the top of the
02:23settings and change the Off Axis Spread to 2.
02:26Then to slow things down a bit, we'll take our Speed to 1.5.
02:29Now as far as the total number of particles, let's use a Use Rate of 30.
02:34That will give us 30 particles being generated at each frame of our animation.
02:40That will do it for the initial settings on our Super Spray.
02:43In the next video, we'll set our Wind space warp.
02:46Let's save our scene out as Project Smoke01 so we can carry the file forward.
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Adding wind
00:00Our scene will need two space warps.
00:03In this video we'll add a Wind space warp outside our window to provide the
00:07effect of an outdoor breeze.
00:09The breeze that'll enter the room once the window opens will alter the speed of
00:13the smoke and create a little swirling effect.
00:16Now we'll be working with a file named Project Smoke01, which is a carryover
00:20from the last video.
00:21Let's start by first creating our wind in the scene's Front view.
00:25Taking things back to four views, I've to zoom out a bit in my front window.
00:29Once doing so, on the right-hand side, I'll get to my space warps,
00:32then drop that in my Front view directly in line with my particles.
00:37Once I've done that, I will have to change my attention to the Top view, moving
00:40the Wind space warp outside the window geometry.
00:43This is not absolutely necessary to create the effect, but it will give me a
00:46better visual in my views. Okay!
00:49At this point, we're now going to want to choose the Bind to Space Warp command,
00:52binding the Super Spray to the Wind space warp.
00:55I'll start by first selecting the Super Spray in my Left view.
00:58Then on the left-hand side of the toolbar, choose Bind to Space Warp.
01:02Now from here, I'll simply open up my Select list using the H key shortcut, then
01:07from the dialog simply double- click on the Wind space warp.
01:10Once that's done, I'll reselect my Wind taking my Perspective view back to full-screen.
01:15Now in playing with the Camera view, you'll notice the Wind Strength being far too strong.
01:23I'm going to go ahead and take that Strength back to zero, then click with my
01:26spinner a couple times to readjust to a better Strength.
01:30So here's how things would look using a Strength of 0.03.
01:34Now with the window opening up approximately two seconds into our clip, we're
01:38going to need to animate the timing of our Wind Strength, so it sinks up with
01:41the anticipated breeze coming into the room.
01:46Scrubbing the Timeline, the window looks like it actually begins opening in frame 70.
01:51So we'll set the Strength of our Wind to zero until just after that time.
01:55Let's zero out our Strength value by right clicking on the spinner, then we'll
01:59turn on the auto key.
02:00Now for that you can always click the button below 260 in our current Timeline
02:04or simply use the keyboard shortcut, the letter N. Okay!
02:07Let's do this. For the first, let's say 90 frames of our animation, we're going
02:11to want our Wind Strength set to zero.
02:13To make that happen, we'll go to frame 90 and simply right click on the Strength spinner.
02:18You can click on either one.
02:20To do that we'll move to frame 90, then with holding down the Shift key, we'll
02:24right-click on either of two Strength spinners.
02:27That'll simply lock down the strength of our Wind between frame 0 and 90 to that zero value.
02:32Now we'll go to frame 100 and we'll change the Wind Strength to 0.03.
02:36Let's now scrub the Timeline to verify the fact that no wind is blowing over the
02:40first three seconds or 90 frames of our animation.
02:44After frame 90 when the window opens, the wind kicks in.
02:47Let's play that back from the beginning and we'll see how things look.
02:52So three seconds in, the window opens and the wind starts affecting our particle
02:56emission. Now that will do it for the preliminary settings for our Wind.
03:00Next, we'll be adding a Drag space warp, which we'll do in the next video.
03:04Let's save our file up as Project Smoke02, so we can take it with us.
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Dampening the particle movement
00:00In this video we'll be adding a Drag space warp on top of our particles to slow
00:05or drag things down just a bit.
00:07Now, if you're unfamiliar with the drag, it can be used in a scene to reduce a
00:11particle's velocity by a specified amount over a specified time frame.
00:15It will come in handy for us here as we try to dampen the speed and direction
00:19of our smoke's travel.
00:20I'll be using a file named Project Smoke02 to get us going.
00:24Let's change back to four-views and we'll drop a Drag space warp directly on
00:28top of our Super Spray.
00:29Now because the orientation of the drag warp does indeed make a difference, I'll
00:33be creating mine in the top view.
00:35Once I've got myself into position back over on the right in the Space Warps,
00:39I'll click on Drag.
00:41Now, back in the Top view, we can easily see the Super Spray icon, which
00:44is dressed in orange.
00:46Let's create the Drag directly on top of that.
00:48Once I've placed it in my scene I'll change its Icon Size to 25.
00:52You'll find that down at the bottom of the Drag settings.
00:57I can then hit Z for Zoom Extents selected to make sure I've got good placement
01:01of the Drag Warp inside all three orthographic views.
01:04Now, once we've done that, we're going to want to activate the Bind To space
01:07warp command, then bind the Super Spray to the Drag space warp.
01:11You can also go the other direction, the Drag to the Super Spray, if you'd like
01:14to do that instead.
01:15I'm going to make my connection in the top view where I think it's most easily done.
01:19Once we have that in place, let's return to the Select mode by typing Q on the keyboard.
01:23Then we'll go back and select the Drag icon, and return to the Perspective view full-screen.
01:29Now, once we are there, we'll go ahead and play things back.
01:32Now, during play, you'll notice the drag is currently being set to only affect
01:36our particles for the first 100 frames.
01:39That's its default Time Off value.
01:41We'll go to the right, changing the Off Time to 300.
01:46Okay, under the dampening characteristics we can now control the amount and
01:49direction of the dragging down effect.
01:51Why don't we do this?
01:53Before making our adjustments, we'll stop our playback, then scale our Timeline
01:56back to reading only 70 frames.
01:59Now, you can do that by holding down the Ctrl and Alt keys and then dragging to
02:03the right with your right-mouse button.
02:05You'll do that dragging directly on top of the frames you read down on the Timeline.
02:09When you're done, you're going to want to end up with a total of right around 70 frames.
02:13Okay, we can now resume our playback and go in for the controls.
02:17Let's change both the X and Y Linear Damping axes to 1%.
02:21Then we'll change the Z Axis to 2%.
02:27So what this does is it creates a dampening effect a little less than the
02:30default values in all three directions.
02:33Now, let's experiment with that Z Axis value.
02:36Let's try a setting of 5.
02:37So you can see that knocks it down even more going in the Z direction. Let's try 10.
02:42Here the particles are being beaten down even more.
02:45Then let's go back to value of 2.
02:47With all three values now set in place, we'll stop our Timeline.
02:50We'll then open up the Time Configuration dialog, changing our total number
02:54of frames back to 300.
02:55Now, that option box can be opened by simply right-clicking on any of the arrows
03:00directly to the right of the Timeline.
03:02In the settings we'll go about halfway down in the left, changing End Time to 300.
03:06After pressing Enter, we can go ahead and click OK. All right!
03:10Let's now go back and play the full 300 frames in our animation.
03:15Okay, so that will knock down our smoke a bit.
03:18We can now make a few further adjustments to our wind.
03:21Let's save our file as Project Smoke03 and we'll do that in our next video.
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Adjusting the wind settings for realistic smoke movement
00:00Now that we have both the Wind and Drag space warps affecting our particles,
00:04we can now go back to our Wind controls and make a few additional adjustments to
00:08bring out a little more realism in the movement of our Smoke particles.
00:12I'll do that using a file named Project Smoke03, which is a carryover from our last video.
00:17Now, to see the effect of each space warp that's been bound to our Super Spray,
00:21let's turn off the light bulbs one at a time that are to the left of each entry
00:25in the Super Spray's Modifier stack.
00:27Again, the particles are simply shooting straight up with no resistance whatsoever
00:31until the Wind opens, then blows them to the left.
00:33Let's turn that back on and instead turn off the Wind.
00:37This time around we'll see the particles again being dragged down but not being
00:42affected by any wind force.
00:43So you can see both space warps are indeed vital to the overall look of our effect.
00:49Okay, why don't we stop that then change a few things around on our Wind space warp?
00:53We're going to have to select that icon inside our view.
00:56Over in the Wind settings in the Modify column, let's work with the Turbulence.
01:00This setting causes the particles to be a little more random in the way
01:03they change course.
01:04Now, you don't need much here for this to work.
01:07Let's start our playback.
01:07And typing-in, we'll change the Turbulence to 0.5.
01:18Now, you can see what that does, blowing them all over the place.
01:22Let's stop the play, return to the first frame, then change the
01:25Turbulence setting to 0.1.
01:27If we play things back, you'll see we now get more of a random movement but
01:30maybe not quite so radical as the time before.
01:33Let's try instead a Turbulence value of 0.05.
01:42We'll play things again.
01:46Now, I think we're getting a little closer.
01:47Why don't we tweak that down to let's say 0.03?
01:57With that, I think we've one-upped the realism or believability in the effect.
02:01Now, directly below Turbulence, you've got Frequency.
02:04This is going to vary the amount of Turbulence over time.
02:07I'll again stop my play, then take the Frequency to 0.1.
02:16Playing things back, I think again we've improved the overall look of the effect.
02:19Why don't we also adjust the Scale value?
02:24This will scale the Turbulence effect.
02:26Now when using a smaller value, the Turbulence effect will appear more
02:30smooth and regular.
02:31That's certainly something I think we want here.
02:33So we'll take the Scale from 1.0 down to 0.1 and we'll play things through one more time.
02:39So looking pretty good.
02:40Why don't we now go to around frame 100 and give it a quick render?
02:44Okay, next thing we'll do is start working with the actual look of our particles.
02:49We'll get to all that in our next video.
02:51Let's save our scene out as Project Smoke04, so we can take it with us.
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Creating more realistic-looking smoke
00:00With the movement of our particles now looking pretty good, we can now start
00:04concentrating on creating a more realistic look to the actual smoke.
00:08To do that, I'll be using a carryover file from our last video named Project Smoke04.
00:13Being that it will be a material that on large part be creating our effect.
00:17I think we'll best be served by changing our Particle Type to Facing.
00:21Let's go ahead and do that.
00:22We'll select our Super Spray particle system, then head over to the controls on the right.
00:27We'll then go into the Particle Type tab, then changing our Standard Type Particle to Facing.
00:32Let's go ahead and render frame 100 and we'll see the difference that's made.
00:36We can now focus on building a believable material.
00:39Let's close the render, then open up the Material Editor.
00:42With the Super Spray in our scene selected, let's go ahead and assign one of the
00:45clean sample spheres.
00:47Now, once we've done that, let's go ahead and name our material Smoke.
00:50For the Diffuse Color, we'll open up the color swatch, changing it to bright white.
00:54Now, we're not going to want any shine on this, so we'll leave the
00:57Specular Level setting at 0.
00:59We're going to want each particle to display the same pattern, so we'll turn on Face Map.
01:04You can find that above and directly to the right of the color swatches.
01:07Now to ensure that we effectively feather the edges of our particles so we get a
01:10nice blending of the smoke into its background, we'll add a Gradient map into
01:14the material's Opacity channel.
01:16We can get up on that branch by simply clicking on the map shortcut button
01:19directly on the right of the name Opacity.
01:21From the Browser we'll then choose Gradient.
01:24Now with like most times when using the Gradient for a feathering effect, we'll
01:27change the type of Gradient to Radial.
01:29We can find that setting under the three color swatches down below.
01:32Let's now change our sample sphere over to a cube.
01:38Let's give it a quick render, so we can see how we're coming.
01:41Now just that alone is created a better looking effect, but we're still going to
01:44want to lighten or soften the look of our smoke.
01:46To do that, we'll close the render, then in the Material Editor click Go To Parent once.
01:51Under the Basic Parameter setting, we'll take the overall Opacity down to 0.
01:55Now, you can do that by simply right- clicking on either of the Opacity spinners.
01:59We'll then open up the map section down below and change the Gradient Opacity to a value of 5.
02:05Let's go ahead and render frame 100 again.
02:07So that indeed did a nice job of softening the look of our smoke.
02:11Let's render frame 130 and we'll see how things look there.
02:14Now with the window being open and the wind grabbing our particles you can see
02:17how the emission is now being kicked a little more toward the left.
02:20Let's take a look at rendering frame 150.
02:24With the wind continuing to affect our particles, you can see how now things
02:27continue to drift toward the left.
02:29Now, if needed, we could continue to experiment with the Opacity settings if our
02:32smoke looks either too dense or not dense enough.
02:35Let's move the Gradients Opacity up to 20, and we'll see the difference that makes.
02:41Now with that, things look probably a little bit too dense.
02:43Why don't we try a Gradient Opacity with a value of 2?
02:47Setting that number in place we'll render again.
02:49Here, the density of the smoke maybe just a tad too thin.
02:52So I think our Gradient Opacity set to 5 does a pretty good job.
02:56Let's take that back, then render one last time.
02:59So that's pretty much it.
03:00Now for the full-length movie, you've got a little render time ahead of you.
03:03But once you let things cook, you'll end up with something that looks like this.
03:07You can find the video clip in the chapter folder under the name Project Smoke.
03:10I will save the completed scene file out as Project Smoke Completed if you'd
03:14like to go in and look it over.
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7. Project: Creating Ocean Water
Creating the geometry and camera
00:00Sooner or later you'll run across the call for creating ocean water.
00:04This project will show you one of the many different ways that you can do that.
00:09Let's start by saving our scene.
00:10We'll use the name Ocean Water.
00:23Okay. We're ready to go.
00:25Let's first create the geometry that we'll be using for the surface of our ocean.
00:29When being viewed from a distance and using a still camera, as we'll be doing here,
00:33the mesh used for an Open Ocean view will typically be either a plane,
00:38a box, or a cylinder.
00:40What you decide to use in large part is personal preference.
00:44For this example, I'm going to be using a large thin cylinder.
00:48We want it to lay flat with our scene's ground plane, so we'll make it in the Top view.
00:52Don't worry about the size, as I will be plugging-in the numbers.
00:55Just draw it out of the crosshairs again using the Top view.
01:06Now, for our numbers, we'll use these.
01:08The Radius will be 2000, the Height 5, the number of Height Segments, we'll take down to 1,
01:15for the Cap Segments, we'll set that to 50,
01:17and for Sides we'll use 100.
01:19Now, once you've got your numbers in place, we'll right-click in any of the
01:22views, then hit Z for Zoom Extents Selected.
01:24Why don't we name our object Water?
01:33So we can start out with our objects smack-dab in the middle of our 3D world,
01:37we'll select the Move command, then right-click on its toolbar icon.
01:42Using the values in the left, Absolute:World, we will take all three
01:46directions X, Y, and Z to 0.
01:48You can easily do that by simply right-clicking underneath its spinner.
01:51Why don't we also hide the grid and each of our three orthographic views?
01:59For that, you can simply use the keyboard shortcut, the letter G.
02:02We're now going to want to reposition things in the Perspective view, so it
02:08looks like we're looking out to sea.
02:10Let's first activate that view, then take it full screen with the Alt+W shortcut.
02:14If you want, you can also hide the selection brackets around the cylinder by
02:18simply typing J. Positioning here is important.
02:21Let's first activate our safe frames.
02:23For that in the upper left-hand corner we'll click on Perspective, then
02:27choose Show Safe Frames.
02:30This will give us a definitive cutoff in each of the four sides of our view.
02:34Let's now orbit around and flatten out our cylinder.
02:37You can use the Alt+middle-mouse wheel combo for the Orbit command.
02:45We can now zoom in, then position the geometry more to the bottom of our screen.
02:49Once you think you have things in pretty good position, go ahead and render.
02:57Because of using a cylinder for our geometry, we're getting a very slight
03:00curvature that you'll many times see when looking from a long distance over a round surface.
03:05That surface in this case being our planet Earth.
03:08Now, if your curvature looks a little bit too bold, all you simply have to do is
03:12orbit to a flatter position.
03:14In fact, I might want to do that in my scene here.
03:22Now, if you're happy with the layout of your view, we can now close the render
03:25and go ahead and create a camera for our scene.
03:30A couple of different ways we could do that. Let's first go to the
03:32Views pull-down menu.
03:35From here, we could choose Create Camera From View.
03:38The shortcut command, which we'll use instead, is Ctrl+C. Go ahead and type that.
03:43Now, if you look in the upper left- hand corner, you'll notice the Perspective view
03:45has automatically been changed to a camera view.
03:49Let's take things back to working in four views, and we'll see the camera's
03:52placement within our scene.
03:55Because the camera at this point is simply in the way, let's go to the Command
03:58pane,l clicking on Display.
04:00About a quarter of the way down in the Hide by Category, go ahead and activate Cameras.
04:06We're off to a good start.
04:07Now the next thing we probably need is a background, some sky or cloud image
04:11that we could place behind our ocean water.
04:14We'll add that to our scene in the next video.
04:16Now, because we've already saved our project, we can go ahead and just click
04:20Ctrl+S to lock in the work we've done, or if you like instead, you can click on
04:23the Save File button on the Quick Access toolbar directly to the right of the
04:27application menu in the top left -hand corner of our interface.
04:31Either way you want to go, let's save our scene.
04:33So that will do it for our scene geometry and camera.
04:36I'll see you and this file in our next video.
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Adding the background
00:00With our geometry and scene camera in place, we'll now add a background image.
00:04I'm using a file named Ocean Water, which has been carried over from our last video.
00:09Because of the need to possibly have to reposition our background image once
00:12it's been loaded in, we're going to want to be able to see our sky image in both
00:16the render and in our Camera view.
00:18We'll set things up for the render first.
00:20For that, we'll need to get into the Environment dialog controls.
00:24Now you can do that either using the Rendering pull-down menu, from there
00:28choosing Environment, or simply on your keyboard type the number 8.
00:34Up at the top in the Background category, click on the None button directly
00:37below Environment map.
00:39The map we're looking for is in the Chapter 7 folder in the Exercise Files.
00:43Go ahead and navigate over to there.
00:45From that location, you'll want to choose Background Sky.
00:49That should have now loaded it into our render.
00:52Let's take a picture and see if that's indeed the case.
00:57We still have our viewport to contend with.
00:59For that, we'll first want to close the render window.
01:02There are a couple of different techniques that we could now use to load our sky
01:07background into our view.
01:09We could always go to the Views pull-down menu, choose Viewport Background, then
01:14off to the right Viewport Background again.
01:17As an alternative method, you can activate the viewport you want the image to
01:21be in, then click on Smooth and Highlights in the upper left-hand corner of that window.
01:26Here again down at the bottom we have a Viewport Background menu.
01:28We'll go there and we can choose Viewport Background again.
01:32Now, a third method to open the dialog, you can see a keyboard shortcut command
01:35over on the right-hand side.
01:37That being Alt+B. Either way you want to go, let's go ahead and open up the controls.
01:42Now, in the new window, there is a couple of different things we're going
01:45to want to activate.
01:47Up at the top under Background Source, turn on Use Environment Background,
01:52then staying on the right-hand side about three-quarters the way down, activate
01:56also Display Background.
01:57Now, once you've done that, you can go ahead and click the OK button down in
02:01the lower-right corner.
02:03This now gives us the very same display in our viewport as we had in our render.
02:08Now if we needed to adjust the position of our new background, we could do
02:11that by instancing a copy back to the Material Editor and tweaking a few of
02:15the numbers as needed. Let's do that.
02:17We'll start by pushing the Environment and Effects dialog over to the
02:20right-hand side of our view.
02:23Then typing M will open up the Material Editor, positioning on the left-hand
02:27side of our screen.
02:31Now it's simply a matter of dragging our Environment map background sky over to
02:34one of the empty slots in the Material Editor.
02:38When you get it there, you'll leave it set on Instance.
02:44To now control the position of our image, we can now use the Offset controls
02:47on the left-hand side.
02:48The U setting would move the map left to right.
02:51We're going to be running into the seam of the map, so we'll take that value back to 0.
03:02If we instead control the Offset V, that will take the map up and down.
03:06My idea is to raise the clouds a little bit higher up in the sky.
03:10Let's simply click on the Offset V spinner few times to see if we can't do that.
03:25Now with the position of my cylinder, I'm going to take my V offset to 0.18.
03:30When I've got that locked in, I'll go ahead and render my camera view again.
03:37So that will give me a little more accurate positioning of my sky in relation
03:40to the ocean water.
03:41So that gives us our background.
03:43Now in the next video we'll see what we can do about beginning to move the water.
03:46I'll save the scene out as Ocean Water 01 so we can take it along with us.
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Creating water movement
00:00In this video, we'll create the effect of subtle rolling waves our ocean water
00:04using a space warp. The file will be using is named Ocean Water01 which we
00:09brought with us from the last video.
00:11The effect of rolling ocean water could be accomplished by means of a couple
00:14different Max space warps.
00:16For our example we'll be using the Ripple. Let's drop one of the side of our
00:20cylinder in the top view.
00:21Now we're going to find the ripple in the Geometric/Deformable category of Space Warps.
00:30There it is, second one down on the right. Now after clicking push away just
00:36slightly. You're now in control of what they call the Ripple Amplitude. Set that
00:41so the icon doesn't go too far up and down then click again.
00:44The only thing I was really worried about is you getting it on the screen.
00:47Let's now go to Modify column and we could change the numbers.
00:51For the Ripple Amplitude, we'll change both Amplitude 1 and 2 to 25.
00:59We'll then take the Wavelength of the ripple to 150.
01:04Now let's work with the all-important Decay. What Decay does is causes the
01:08amplitude to diminish as the distance increases away from the Ripple icon.
01:13You almost always want to take this number real low.
01:15Let's type in 0.001.
01:20What happens is that number is actually too low to grab hold.
01:23So what we'll do instead is type in 0.002 then we'll click the spinner once,
01:28going down to take it down to 0.001. Let's try that.
01:36It's kind of a down and dirty workaround to give what we were going but in the
01:39long run, we get what we need.
01:41Once we've done that checkout the position of your Ripple in the top view.
01:44You are going to want the Ripple icon to barely kiss the side of the ocean geometry
01:48on the lower right hand side.
01:50If you need to move things in position, go ahead and do so.
01:52Now remember, the position of the icon is going to control how the Decay works.
01:57As we get a little further in the project, we may end up needing to move
02:00that icon once again.
02:03Once we have things in position let's activate the Bind To Space Warp command.
02:08With the Ripple icon still selected let's drag that back to our ocean object.
02:15Now if we make good contact, we'll see the ocean geometry light up white just for a moment.
02:20Let's now animate the Ripple effect. Now we going to want to extend our timeline
02:23to a total of 300 frames.
02:25To open the Time Configuration dialog, simply right click on any of the arrows
02:29to the right of timeline.
02:31About halfway down on the left-hand side change End Time 300. You'll want to press
02:37Enter and then click OK.
02:40Now that we've done that we're ready to do a little keyframing.
02:42Let's turn on our Auto Key. If you want to use the keyboard shortcut N,
02:45certainly feel free to do so.
02:47Now with the timeline set at the beginning over on the right verify that Phase
02:51on the Ripple is set to zero, once that's been verified, we'll move to frame 300
02:55changing the Phase to three.
03:01Now once you've locked that in, you want to see red brackets around the Phase
03:04spinner. You can then turn off the Auto Key.
03:07Let's again take our Perspective view full screen.
03:12Let's now select the ocean water then hit F4 for shaded edges.
03:18If we now scrub the timeline we should be able see the effect of our animated ripple.
03:31Now, if you're not happy with the way the geometry is moving, again remember it's
03:35the position of the ripple icon that's making the effect.
03:38So if need be, go back to for views and change the position of the ripple in the top window.
03:57Continue scrubbing the timeline until you're happy with the results in your shaded Perspective view.
04:03When satisfied reactivate the Perspective view, typing F4 to turnoff shaded edges.
04:10Due to the automatic ease in and ease out that Max puts on start and stop keys,
04:14we're going to need to tighten things up so the movement created by ripple
04:17effect appears even or constant over the course our animation.
04:21To do that we'll need the ripple icon selected on our scene.
04:25Then down on the timeline, we'll click on the black key at frame zero.
04:29It should turn white.
04:31Once it does, right click. From the menu we'll go to the top choosing Ripple Phase.
04:36This gives us the tangency controls for the ripple keyframes, built at
04:44frame one and at the end of our animation at frame 300.
04:47What we'll do to tighten things up using the first key and you'll see that at
04:50time zero with the value of zero, go to the outside changing it to Linear.
04:55That's going to be the second icon from the top.
04:59We'll then go to the upper right-hand corner, clicking on the right-hand arrow
05:04when you do, you'll now be adjusting the second key that being at frame 300.
05:09Notice the value for that key is the Phase that we set at three.
05:12For this one we got want to choose the In side, so on the left we'll click on
05:17the button below In changing that again to Linear, second button from the top.
05:22Now if you wanted as an alternative you could have transferred that
05:25tangency information, clicking on the arrows on either one side of the other of the button.
05:34Bottom line, no matter how you do it, you want to make sure that the Out key on
05:37frame one is set to linear as is the In key on frame 300.
05:41If you close that up then rescrub the timeline, you'll see how that's
05:44tightened things up.
05:55That will give us some general overall movement to our water.
05:58In our next video, we're going to start working on the material that will be
06:01applying to the ocean geometry. I'm going to save the file out as Ocean Water02
06:05so I take it with me.
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Creating the animated material for the water
00:00With our Ocean Geometry now animated ready to go, let's concentrate on building
00:04a material that will add some realism to our effect.
00:07Using the Ocean Water 02 scene file we carried over from the last video,
00:11let's see what we can do.
00:12We'll open up the Material Editor then drop one of the blank sample slots
00:16onto our water object.
00:21Once that's done, we'll name the material Water.
00:28Let's now jump up on the Diffuse Color swatch.
00:32We'll change the Red, Green, and Blue values to zero, zero and 15 respectively.
00:41Once we've done that back in the editor we'll unlock the Diffuse and Ambient channels.
00:47Now for the Ambient color swatch we'll take that to pure black. The easiest
00:51way to do that is probably just a right-click on the Value spinner on the
00:54lower right hand side.
00:57Our water is going to want some shine.
00:58We'll take the Specular level, the strength, to 30.
01:01Then adjust the Glossiness, the Size of the shine to 40.
01:11We could now add some texture to our scan by adding a noise map to the Bump channel.
01:16We'll open up the map section then click on the None button to the right of Bump.
01:21From the browser, we'll choose Noise.
01:25Let's get a better look at the Noise.
01:26To do that we'll first of all turn off Show End Result. Then let's double-click
01:32on the slot to open up a larger viewing window.
01:39Now here is our Noise. Let's change the type of Noise to Turbulence.
01:44We'll then take the size from the original setting of 25 up to 45. So that'll be
01:51the pattern that will create bump effect on our water. We can now close the big
01:55window, then turn Show End Result back On.
01:59We can now add a little extra rippling effect into the Mix by animating the
02:03offset values on our Noise map.
02:04That will create movement in the water through not just our Bind to the Ripple
02:08space warp but also through our animated material.
02:11Next step turn on Auto Key. Verify the timeline has been set to first frame.
02:16Then back in the Material Editor on the left-hand side for offset, verify that
02:20X, Y and Z are all set to zero. Once you've done that you can move your
02:24timeline to frame 300.
02:25If you want, you can simply hit the N key on your keyboard.
02:28We're back in the offset settings, we'll take X to 50, Y to 50, and Z we will set to 150.
02:42That'll make the Bump movement go by side to side, and up and down.
02:45Once we've done that we can go ahead and turn off Auto Key. Like we did with
02:50tightening the Ripple space warp keys on the front and back ends, we'll have to
02:54do the same with our material offset keys. To do that we'll select our water
02:58object in the Camera view then right-click.
03:03From the menu down at the bottom you'll choose Dope Sheet. Things can get a
03:07little hairy sometimes at this point because we got a lot of things to have to
03:10sift through to find out offset keys.
03:12Let's see if we can't simplify that.
03:14Now on the Dope Sheet toolbar, left-hand side third one in, locate the Filters command.
03:21When you find it right-click, from the menu that pops open, up at the top
03:25activate Animated Tracks Only. This will make it much easier for us the offset
03:30key that we animated on ocean material. On the left hand side of Dope Sheet open up Water.
03:36Then at the bottom open up Bump. You'll then click on the plus sign for
03:41Coordinates and there they are, the two Offset keys at frame zero and 300 for animated bump.
03:47These are the ones we are going to have to tighten up.
03:49So let's select the Offset key at the first frame. When it turns
03:53white right-click on it.
03:56Here is the same tangency controls that we found on our Ripple space warp in a previous video.
04:01For this one, using the first key at frame zero will take Out tangent to linear,
04:06Clicking on the button, we will choose the second one from the top.
04:10We'll now transfer that linear tangency over to the In part of the second key by
04:14clicking on the black arrow to the right of the Out tangent.
04:18Once you've done that to verify the results that taken hold, we'll go to the
04:21upper left-hand corner, clicking on the right-hand arrow.
04:25What we should now find is key for frame two at frame 30 with its In tangent set to linear.
04:31Now if it's not you can always click back on the button changing it to the
04:33linear picture. We can now close the tangency box and the Dope sheet.
04:39Let's now scrub the timeline and specifically focus on our material up on the
04:42sample sphere on the Editor.
04:53That will now at least give us a general idea of the results of our offset keying.
04:57Let's now with the Camera view active render our scene.
05:03The water is still extremely dark. We can lighten that up by appearing the pick
05:07up the reflection of the sky above. To do that we'll add a ray trace map into
05:11our reflection branch then make a further adjustment.
05:14Let's close the render heading back in the Material Editor. Going to parent once,
05:19we'll then drop down on the map section located in the Reflection branch.
05:24When you're there you can jump up on Reflection, choosing a ray trace map.
05:30About halfway down in the Background section, click on None button so we can add
05:34our sky background map.
05:36From the browser, we'll choose Bitmap then navigate to the Chapter 7 folder,
05:41choosing once again a Background sky.
05:44What we've done is basically force only a Background map to be used when
05:48creating a ray trace reflection.
05:51Now if we didn't override things in this manner, we'd end up picking up all the
05:54other elements within our same when calculating our reflection.
05:57Loading the map will simply provide for a more accurate result. Let's go ahead
06:01and render our Camera view and see how things look.
06:08The sky reflection on the water is a little bit strong so let's go back to the
06:12Material Editor and take the reflection amount down to let's say 55.
06:23Once you've made that adjustment you can render again. Before rendering if again
06:32you don't like the ripple effect that you're getting from your space warp,
06:35you can always go back in the Top view, moving back to a better position.
06:38Watch what happens if I do just that and render again.
06:54So, lot of the effect relies not just on the bump mapping that you put on your
06:58material but certainly the amplitude and phase controls that you've set for
07:01your Ripple space warp.
07:03So that pretty much does it for the look of our water.
07:05A real effect comes when rendering out. The finished clip would end up looking like this.
07:10I'll throw it into this chapter's folder into the exercise files if you'd like
07:13to take another look.
07:15It's an avi file called Ocean Water.
07:17I will also save our wireframes scene out as oceanwatercompleted, if you'd like
07:22to go in and play around a little more with some of the settings. But that's it,
07:26ocean water from start to finish.
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8. Project: Creating Fountain Water
Creating Super Spray water particles
00:00In this chapter, we're going to be creating the effect of flowing water coming
00:03out of the park water fountain.
00:05The project will give us the opportunity to not just build a custom material
00:09for our particles, but also a chance to incorporate both space warps and Motion
00:13Blur into our effect.
00:15Now the geometry we'll be working with has already been created.
00:18Everything we need to get us going is in a file named Water Fountain.
00:22Let's go ahead and get started.
00:23The scene consists of a round concrete water fountain located in the middle of a local park.
00:28The first thing we'll do is to create the particle systems that we'll be
00:31using to generate our fountain water. Because the water flow will originate
00:35from a single location, then spread as it shoots out, we'll be using a Super
00:39Spray to do the job.
00:41All of our scene elements have been frozen, so it should make it easy for us to
00:44work without inadvertently selecting something else in our scene by mistake.
00:48Because we're going to want our particles to shoot upward from the fountain,
00:51we'll create our Super Spray in the Top view.
00:54Let's do that right in the middle of the light green fountain geometry.
01:05Once we have the Super Spray in our scene, let's rename it Water Spray.
01:14The particles will emit directly from the cross-hair intersection on the Super Spray icon.
01:19So that's what we're going to want to make sure that we have properly placed.
01:22With the Super Spray selected, let's tap Z on our keyboard for a closer look.
01:27You'll want to check all three of your orthographic views for the proper position.
01:43Once we've done that we'll deselect the Super Spray, then hit Z again.
01:47Let's now in our Timeline move to around frame 20, so we can see better see
01:50the particle emission.
01:55Let's now take our Camera view full- screen, and we'll start to adjust some of
01:58the Super Spray settings.
02:02You can make that switch over to one view by simply using the Alt+W keyboard shortcut.
02:07On the Command panel, let's start by changing the Icon Size for our Super Spray.
02:11We'll take that down to 10.
02:16To achieve a more spraying effect with our particles, let's do this.
02:19We'll take our Off Axis to 6.0, our Off Axis Spread also to 6.0.
02:24Then we'll take the Off Plane Spread to 180.
02:27If you scrub around the first-third of our Timeline, you'll see the difference
02:30that's made in our particle emission.
02:36Let's now get more particles actually showing up in our view. Directly below
02:40where we changed the size of our Super Spray Icon,
02:43we can change the Viewport Display of our particles.
02:46Let's change that Percentage from 10 up to 100.
02:57Now as far as the actual number of particles we'll use, let's change our Use
03:01Rate under Particle Generation to 6.
03:03That will have our emitter shooting out six particles per frame.
03:12Once we've locked that in place, let's go ahead and playback our Camera view.
03:28The speed of the particles seems awfully quick.
03:30It looks like the particles are only shooting out for the first 30 frames of our animation.
03:35Let's change a few things there.
03:36We'll start by changing our Speed to 2.0.
03:48Now that seems a little bit on the slow side. Let's bump that up instead to around 5.0.
03:57Once we've got those numbers in place, let's again play the front part of our Timeline.
04:02For our Particle Timing, let's do this.
04:04We'll take our Emit Stop to 150, our Display Until to 150,
04:09we'll change the Life of each particle to 95 frames.
04:13and we'll vary that by 10 frames.
04:18That looks much better.
04:19Now we're also going to want our fountain to be flowing when the animation starts.
04:23So let's set our Emit Start time to somewhere before our first frame.
04:27I'll take that to -50.
04:44Now it looks like we have a full flow for our particles right at the
04:47beginning of our animation.
04:48As far as the shape of our particles, we could certainly spend the time to model
04:52something that would look like a water drop, then use Instanced Geometry.
04:56But because our particles will have a layer of blur applied to them, we can
05:00actually get away with just using one of Max's standard particle shapes, in
05:04particular the Tetra.
05:05Let's make that change over in the Particle Type category.
05:11In the Standard Particles category, we'll change from Triangle over to Tetra.
05:16With now having chosen a shape for our particles, let's turn our view into
05:19seeing the actual mesh that we're using.
05:21We'll go back to the top of the settings.
05:23Then for our Display type, we'll change it to Mesh.
05:29By changing to a Wireframe view using the F3 shortcut, then scrubbing the
05:33Timeline, you'll see that our particles are just way too small.
05:37Back on the right, we'll change the Particle Size to 5.0.
05:40Then vary that Size by a number of 20.0.
05:56Let's also change the Grow For and Fade For values.
05:59For the Grow For setting, we'll set that to 0, so all of our particles start out at full size.
06:05For the Fade For control, we'll change that to 75.
06:08So for each particle, it'll take 75 frames over which to reduce down to
06:12pretty much nothing.
06:24Now as far as the direction the particles travel, this is a big one, as we want
06:28the particles to appear to be shooting straight out of our spray emitter.
06:31We can do that by making a quick change down in the Rotation and
06:34Collision category.
06:36Back on the right, we'll right- click, and then from the menu, choose
06:38Rotation and Collision.
06:43Under the Spin Axis Controls, let's change that from Random to Direction of Travel/Mblur.
06:52Let's also change the Stretch value to 2, which will give us a little additional
06:56blurring to our water flow.
07:06Once we've done that and scrubbed to the Timeline a few times to see the effect,
07:10we can go back to a shaded view by typing F3.
07:17If you need to change your particles to a brighter color for an easier read,
07:20go ahead and do so.
07:22After that, you can render the scene.
07:25For an added level of blur, let's now right-click on our Super Spray emitter,
07:29and make a quick adjustment.
07:30We'll close the render.
07:31Then make sure the Super Spray is selected.
07:35Once you've right-clicked, from the menu choose Object Properties.
07:40Down in the right corner in the Motion Blur category, let's activate Image Motion Blur.
07:44Once you've done that, you can close the dialog, then render again.
07:51The image title blurring is a post effect.
07:53So it might take a moment to kick in.
07:55Why don't we see if we can crank that amount of blur up a bit?
07:59Closing the render will reopen the Object Properties page.
08:04In the Motion Blur category, we'll change the Multiplier to 5.0.
08:13Once we've done that, we can go ahead and render again.
08:16Let's experiment with one more number.
08:17We'll change this time to using a Multiplier 3.0.
08:27We'll render again.
08:28That looks pretty good.
08:30We have a light on the right-hand side of our scene that's casting a shadow that
08:33our particles are picking up.
08:35you can see that over in the left-hand side of the concrete fountain structure.
08:39If when rendering your particles, you're feeling a little drag on your system,
08:42you might consider turning off the shadow casting attribute on the Super Spray.
08:46Here is how you could do that.
08:48We'll again close the render, then go back to our Object Properties.
08:58About halfway down on the right-hand side in the Rendering Control section,
09:02turn off Cast Shadows.
09:03We'll render again and you'll notice the particles are no longer casting a shadow.
09:09That will do it for the particle creation.
09:12Next, we're going to need to somehow get these particles to come back down.
09:16We'll do that using a Gravity space warp that we'll set up in the next video.
09:20Let's go ahead and save our file out as Water Fountain01, so we can take things with us.
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Adding gravity
00:00In order to pull our particles back down in the direction of our fountain, we'll
00:04need to add a Gravity space warp into the mix.
00:06We'll do that using a file named Water Fountain01, which we brought with us
00:10from the last video.
00:14For the gravity to be facing downward once it's been created, we'll want to be
00:17using the Top view when we drop it in.
00:19To return to four views, we'll simply use the Alt+W keyboard shortcut.
00:24Let's now grab a Gravity space warp and we'll drop it just to the right-hand
00:27side of our fountain again on the Top view.
00:36Once we've done that, we'll reselect the Super Spray, then activate the Bind
00:40to Space Warp command.
00:44Once that's active, we can easily select our Gravity space warp by simply typing the H key.
00:50From the list, go ahead and double-click on the Gravity.
00:55Let's now make some adjustments to the pulling effect on our gravity.
00:59For that we're going to have to reselect the Gravity space warp inside our view.
01:02We'll then activate the Modify column on the right-hand side and get to work.
01:09Let's take our Camera view full screen and begin our playback.
01:21As you can see with the gravity set so strong, the particles are merely
01:24dropping straight downward.
01:26Let's change the Strength of our gravity to 0.5.
01:38Lets then try 0.2 and why don't we also experiment with let's say 0.1.
01:53That's more in line with the way that I wanted the gravity to pull things down.
01:56Let's go ahead, and stop our playback, and render our scene.
01:58So that's pretty good.
02:03We've now got a nice little drop bringing our particles back down into our fountain.
02:07Next up we'll start building the materials that we're going to be needing for our water.
02:11We'll be creating two different skins: one for our particles and one for the
02:15water that will be at the bottom of our fountain.
02:17We'll get to the fountain water in our next video.
02:20First thought, let's save our scene up as Water Fountain02.
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Creating the fountain water material
00:00With our particles now created and being pulled into our water fountain
00:04by means of a Gravity space warp, let's switch our attention to making a few materials.
00:08We'll begin with the water material that we'll have at the bottom of our fountain.
00:12Using a file named Water Fountain02 that we've carried over from the last video,
00:16let's see if we can do.
00:18Now our material will be applied to an object that we currently have hidden from view.
00:23Let's first get that geometry back into play by simply right-clicking and
00:27choosing Unhide All.
00:32You'll now see the geometry being displayed in a dark blue wireframe color.
00:36Let's go and select that from one of our views.
00:38It's named Water Surface.
00:41Once we've done that, we'll go ahead and open the Material Editor.
00:45Let's go ahead and assign one of the clean gray sample spheres to our object,
00:49and then name the material Bottom Water.
01:00We're going to be aiming to give the water a dark grayish blue color.
01:03For that, we'll jump up on the Diffuse Color swatch and type in a few numbers.
01:09Up in the top three color ramps in the right, we'll do this.
01:11We'll take our Red to 45, our Green to 55, and our Blue to 65.
01:18Once we've done that, we'll copy the Diffuse swatch over to the Ambient, then
01:21darken that slightly.
01:30You can do that by merely pulling out some of the colors value.
01:33For our Specular Color swatch, let's make sure that's pure white.
01:37We'll again simply take the sixth ramp down on the right value and rip it to the right.
01:44As far as the actual Specular Highlight, let's do this.
01:47We'll take the Specular Level to 100 and the Glossiness to 60.
01:52Then in the Opacity setting, directly to the right of that, we'll change that to 30.
01:56That will give us a 70% transparency.
01:59Let's also open up the Extended Parameters tab and adjust the Filter color.
02:03That will give us a little extra tint to our transparency.
02:07Let's steal the color of our Diffuse Color Swatch, using it also for our Filter color.
02:11To make that grab, we'll simple right-click on the Diffuse Color swatch and choose Copy.
02:18We'll then put our mouse on the Filter Color swatch, right-clicking,
02:21and choosing Paste. There we go.
02:24Now with those in place, let's go ahead and render.
02:30Now we are going to want there to be a little texture on our water.
02:32So let's go ahead and add a Noise map in our Bump channel.
02:46On our Noise settings, we'll take the Type of Noise to Turbulence and the Size
02:50down to 10.0. Let's also throw a little refraction into the look of the water.
02:54We'll go to our parent, then on the Refraction branch we'll go to Raytrace.
03:03With that in place, let's render again.
03:10So heading back to the Material Editor, we'll change the Amount of
03:13Refraction down to 40.
03:25We've got a subtle difference, but a better look.
03:28With our Super Spray coming back down, and making contact with our Bottom Water,
03:32our fountain effect will turn out a little more realistic if we apply a little
03:36movement to that Bottom Water material.
03:38We'll do that by animating a couple of different settings on our Noise,
03:41the Coordinate Offset and the Phase.
03:43Let's go ahead and close our render and turn on Auto Key.
03:48Okay, let's start with the Noise Offset.
03:50We'll jump back up on the Bump branch and get to work.
03:53You'll find the Offset settings about halfway down over in the left-hand side.
03:57We're going to be working specifically with the Z Offset.
04:00At our first frame, we're going to want to make sure that Offset in the Z
04:03direction is set to 0.0.
04:05We'll then go to the end of our animation at frame 150, changing the Z Offset to 15.0.
04:10Now once you've locked that in, you should see red brackets around each of the
04:13three Offset spinners.
04:15For the Phase value directly above the color swatches and over to the right,
04:18we'll leave it set to 0.0 until we get to the last frame of our animation.
04:22Now at the end, at frame 150, we'll change the Phase to 1.0.
04:26Again, look for the red spinner brackets indicating a key at that frame.
04:31Scrub the Timeline back-and-forth and you'll see the change in the
04:33material taking place.
04:41We're looking pretty good.
04:42Let's turn off the Auto Key, then render our scene.
04:48We've got the bottom fountain water now taking shape.
04:51Let's also lighten the Bump effect just a tad.
04:54Back in the Material Editor, we'll take that Bump amount down to 20.
05:03Let's see how that looks once rendered.
05:04So, that gives us a little less texture, why don't we also try the Bump Amount at 15?
05:19That's going to do it for the water in the bottom of our fountain.
05:22Let's save our file up as Fountain Water03, and we'll move to the next video
05:26where we'll then build the material for our Super Spray particles.
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Constructing the particle water material
00:00In this video, we'll be creating the water that'll be applied to our fountain
00:04water Super Spray particles.
00:06The skin for our shooting water will be constructed a little bit
00:09differently than the water material that we have on the object at the
00:11bottom of our fountain.
00:12We'll be working in a file named Water Fountain03, which we brought with us
00:17from the last video.
00:18Let's select the Super Spray in our scene and we'll head back into the Material Editor.
00:24From there, we can now apply one of the clean material balls to our Spray icon.
00:28With that in place, let's now name our material Spray Water.
00:35Let's now take the Diffuse Color swatch changing it to white.
00:39In the Color Selector, in the last ramp down in the right, the Value will start
00:42by ripping that hard to the right.
00:47Then for the actual value number, we'll type in 200.
00:51For our Ambient Color Swatch, we'll take that value to 150.
00:58On the Specular Highlights, we'll take the Specular Level to 100 and
01:01the Glossiness to 85.
01:02That will give us a strong tight shine.
01:07Once we've got those numbers in place, let's go ahead and render our Camera view.
01:16We've got some work to do.
01:17Back to the Material Editor, let's open a large viewing window.
01:22I'd like to also change the background from gray to a checkerboard.
01:26We can do that by clicking on the vertical icon, third one from the top.
01:31Let's change our Opacity to 55.
01:32We'll then open the Extended Parameters, then on the right-hand side for
01:38Advanced Transparency, we'll take the Falloff to Out and the Amount to 100.
01:43Once that's typed in, just to the right of that for the Filter color we'll
01:46change that to white.
01:49Let's go and render our particles again.
01:55With those changes, things are now looking much better.
02:00We could also experiment a little more with either changing the color of the
02:03Filter swatch, or trying the Additive or Subtractive controls down below.
02:08In plain English, Subtractive Opacity would darken the water effect, while
02:12Additive Opacity would brighten our results.
02:23For our example with the background we're using, we'll probably get the best
02:27results by just maybe adding a tinge of blue to our Filter color.
02:31Let's open that color swatch, in the hue ramp click on Blue, then down below
02:35after Saturation, we'll hold on the spinner, taking that to around 30.
02:44Once we've done that, let's go ahead and render again. We're closing in.
02:53Let's save our file up as Water Fountain04.
02:56We'll take it into our next video where we'll start making a few minor
02:59adjustments to our settings.
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Making final adjustments
00:00With our fountain spray now really coming around,
00:03we can start focusing on a few final adjustments to polish up the look of our effect.
00:07Using the Water Fountain04 file we finished up in the last video, let's see what we can do.
00:12The first thing I like to try is experimenting with the particle count we're
00:15using during our render.
00:17I am curious as to how things would look if we added a few more particles to our Super Spray.
00:22With out Spray icon selected, we'll move into our settings and change the Use Rate to 10.
00:33Once we've made that change, let's render our Camera view.
00:40So that gives us a little more robust look to our water flow.
00:43Why don't we also try Use Rate of let's say 25?
00:55All depending on the speed of your equipment, you probably right now are feeling
00:58a little pull on your resources.
01:01That pull coming in the form of a noticeably longer render time.
01:04So there is a little trade-off with what you get and how long it takes to get it.
01:09This is probably a few more particles than we actually need.
01:11Let's back off our number to let's say 12 and see how that looks.
01:22Our render time improves and we have an adequate number of particles for our effect.
01:26Let's also try a few different Opacity percentages.
01:31In the Material Editor, let's change our overall Opacity to 70%.
01:44Once we've done that, we'll render again.
01:46With this, our particles are probably a little too opaque.
01:49Let's back that Opacity down in the opposite direction. We'll try 40.
02:02Now here our particles might be just a tad too transparent.
02:06So I think the 55 level on our Opacity that we started with looks the best.
02:10Let's change that back and render again.
02:19As far as the water sitting in the fountain, how is the overall look there?
02:23Should we see more of the concrete bottom of the fountain, or maybe we should
02:26have a stronger reflection coming from the surrounding sky?
02:29Both elements certainly affect the realism of our results.
02:33We created a reflective effect using a Refraction map.
02:36I wonder how things would look if we also added a ray trace map into
02:40our Reflection branch.
02:41So we can see the difference before we make our changes, let's clone our render.
02:46We can do that in the upper left-hand corner of our rendered window, choosing
02:49Clone Rendered Frame Window.
02:51Here is a copy of our render.
02:53We'll minimize this then close the actual render window.
02:59Back in the Materials Editor, we're going to want to make sure we're working
03:01on the Bottom Water.
03:03On my screen, that's going to be the material in the upper left-hand corner of our Editor.
03:08We can also verify the name that we gave our material.
03:11Down in the maps, we'll leave the Refraction on, then jump up on the Reflection
03:15branch, choosing a ray trace.
03:20With the Reflection amount set to 100, we'll get way too much reflection.
03:24Let's go to our parent, then back that Reflection amount value down to 15.
03:34Once we've done that, let's go ahead and render with our new settings.
03:41For comparison purposes, let's do this.
03:44We'll move the current render over to the right-hand side of our screen.
03:46We'll then reopen our Clone render that you see positioned down at the
03:53lower left-hand side.
03:56Once we have that on the screen, we'll prop that over on the left.
04:07So there are the differences in the water.
04:09Now what do you think?
04:10On the left, we're using just Refraction; on the right, the Refraction with the
04:14little extra Reflection.
04:15I got to be honest.
04:16I think we'll do just fine leaving out the added retrace reflection.
04:20It will be one last thing that our render has to plow through.
04:29We could possibly also consider adding a deflector for our particles down at our waterline.
04:34But I think with the movement that we've created in our Bottom Water by
04:37animating the Noise, Offset, and Phase values on its material, should give us a
04:41reasonable amount of action as the spray from above makes contact with the
04:45lower water surface.
04:52I think that's about it.
04:53If we set this baby out to render, our results would end up looking like this.
04:58If you'd like to check out the file for yourself, you can find it in this
05:01chapter's folder in the Exercise Files.
05:03It's a file named Water Fountain.
05:05Let's also save our wireframe file out as Water Fountain Completed, if you'd
05:10like to go in and check it out. So there you go.
05:12A realistic water effect coming by way of a park side fountain.
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9. Project: Creating a Mudslide Using MetaParticles
Creating the geometry
00:00Flowing type particles, though typically very render intensive, can be used to
00:05create a wide variety of visual effects, from water to lava to something like
00:10a mudslide that you might see as a result of a heavy rain or shift in the earth's surface.
00:15That's what we're going to be doing in this project.
00:17A particle effect mudslide that we will have rolling down the side of a hill.
00:21The project is going to give us an opportunity to do several things, to build
00:25some geometry, to create and adjust a metaparticle type particle system.
00:29We'll be using gravity, deflectors, all kinds of stuff.
00:33By the time we're done, we'll up with an effect that looks like this.
00:37Let's get started by first saving our file, then we'll create our scene geometry.
00:41We'll save things out as Mudslide.
00:56Let's begin by creating a Plane object in the middle of our Top view.
01:06Now the size isn't important. Just try to position it somewhere towards the
01:09middle of the screen.
01:10Once we've got that in play, let's move to Modify column so we can make some adjustments.
01:14We'll give the object the name Ground.
01:21Let's then give it a Length of 350, a Width of 400, and then we'll take the
01:25segments in both directions to 50.
01:30That'll give us our needed detail as we deform the surface.
01:33Once we've done that, let's activate the Move command then right-click on that toolbar icon.
01:41So we can position our plane smack- dab in the middle of our 3D space.
01:44We'll use the Absolute:World coordinates, changing all three, X, Y, and Z, to 0.
01:49You can easily do that by right-clicking on either of the two spinners for each setting.
01:55Once you've done that, you can close the dialog then hit Z for Zoom Extents Selected.
01:59Why don't we also hide the grid in each of our three orthogonal views?
02:04I'll simply type G each time to do that.
02:09To deform the surface, we'll now add a Noise modifier.
02:17With the Noise in place, we'll now drop about halfway down, changing the Strength values.
02:22Here's what you want to type in. X will be 25, Y will be 25, and for the Z
02:27direction, we'll set that at 75.
02:30Let's also a little further up change the Scale to 125.
02:34This will set the size of the Noise effect.
02:37A larger number giving us a slightly smoother look to our ground surface.
02:41Even though I'm going to leave things the way they are, if you ever want to
02:44vary the mathematical calculation that's being used to generate the look of the
02:48curvature of the surface, you can always change the Seed number a little bit above Scale.
02:51Go ahead and click on that spinner a couple of times and you'll see the
02:54difference that it makes.
02:55We're also going to want to put our Geometry on a slant.
03:01So on the toolbar, click on the Rotate icon, then right click on that same button.
03:09In the Absolute:World values on the left-hand side for the number of degrees in
03:12the X-direction, type in 15.
03:18After doing that let's activate the Perspective view and we'll orbit things around.
03:22We're going to want to position our ground plane fairly square with the
03:25viewport, but still getting that upward slant direction.
03:28For the orbiting operation, I'll simply use the Alt+Middle mouse combo.
03:32So that's going to do it for the look of our geometry.
03:34Next, we'll be adding in our particle system.
03:36Let's go ahead and save our files, so we can take it with us.
03:39I'll see you in the next video.
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Adding the mudslide particle system
00:00Now that we have our geometry in place, we can begin building our particle system.
00:05Because the flow of our particles will need to cover a wide area as thing slide
00:09downhill, we'll use a blizzard to create our effect.
00:12To keep things inline with our geometry, we'll create our blizzard in the Front view.
00:17You'll want to place it directly above the mesh.
00:20We'll go to particle systems, there is the Blizzard, second one down on the
00:24right, and we can now position it in the Front view.
00:29Let's now open up the Modify column so we can change the Blizzard icon's size.
00:34Right at the top under Basic Parameters we'll take the Width to 200 and the Length to 15.
00:40To properly position the particle system we'll use our Transform type-In.
00:44Up on the toolbar click on the Move icon.
00:47Once you've done that right- click on that same button.
00:51Using the Absolute:World coordinates on the left-hand side, here's the numbers to type.
00:56We'll take the X to 0, the Y to 165, and then for our Z-axis we'll set that to 65.
01:06If you look in the Top view, the Blizzard is currently pointing in the
01:09opposite direction.
01:11So in the top window we will activate the Rotate command, then also use the Angle Snap.
01:18You can simply type the keyboard shortcut A to activate that command.
01:24In the Top view we'll grab the yellow ring, spinning it around 180 degrees.
01:33Let's now go back our settings on the right, so we can adjust the particle display.
01:38We'll take the Percentage of Particles being viewed in the viewport to 25%.
01:42For the type of viewport visibility we'll change that to Mesh.
01:51Because we're looking to create more of a flowing effect where our particles
01:54will bunch up or blob together, we're talking about a look that's best created
01:58using Max's MetaParticles.
02:00Once we set things up, it's important to realize that we're going to be using a
02:04particle type that can be very debilitating on even the fastest computer.
02:09It's just the cost of doing business when you wanted to create more of a
02:11flowing type effect.
02:13So my word of advice is as we get into the metaparticle adjustments, let your
02:17machine dictate what it can and can't do.
02:20You're better off using lower settings and fewer particles when testing things out,
02:24knowing that you can always go back and crank up your settings when it
02:27comes time for final output.
02:29For a project we're going to want a total of 200 frames. To make the change
02:34go ahead and right-click on any of the arrows to the right side of our Time segment.
02:38On the left-hand side about halfway down in the Animation category, set the End Time to 200.
02:46Once you've locked that in, go down the timeline and verify that we do
02:49indeed have 200 frames.
02:51With that now done, we can go back to our Blizzard system, changing the type of
02:55particles that will be emitted.
02:56The category below Particle Generation is Particle Type. Let's go there.
03:01Right at the top under Particle Types, we'll change from Standard particles to MetaParticles.
03:09This is a big one.
03:10Under the MetaParticles Parameters category uncheck Automatic Coarseness.
03:16This will give us the opportunity to be able to adjust the MetaParticle
03:19calculations for both our render and for our viewports.
03:22Under Evaluation Coarseness, change the Render to 5 and the Viewport to 5.
03:27The lower each value goes, the higher detail, but at the expense of a longer render.
03:32Let's now go back to our Particle Timing and we can set our emission times.
03:37Here's what we'll do.
03:38We'll start the particle emission at frame 30.
03:40You'll want to enter that for Emit Start.
03:44We'll then have our particles last the entire length of our animation.
03:48So for that take the Emit Stop to 200, the Display Until to 200, and for the Life,
03:54we'll knock that down at 200 also.
03:57Let's now slowly scrub the timeline and we'll see what we get.
04:01Our problem here is that the size of our particles is just too darn small.
04:06On the right we'll go to the Particle Size, changing that to 10.
04:13Let's now go ahead and scrub again.
04:23Now our particles do indeed display larger, but let's go a little higher still.
04:28We'll take our Size value to 15 and the Variation to 100.
04:37For the Speed of our emission let's slow that down a little bit, changing the number to 5.
04:45Now that the particles are a little easier to see. If needed why don't we go and
04:48change the color of our Wireframe on the Blizzard to something little brighter.
04:55That'll just make things a little easier to see as we continue to make our adjustments.
04:59As far as the number of particles we'll use, under Particle Generation
05:03let's change the Use Rate from 10 to 20.
05:09Once we've done that we'll activate the Perspective view and render things up.
05:16We'll be coming back a little later in the project to make a few more adjustments.
05:20Let's go ahead and close our render window then orbit the Perspective view for inspection.
05:33That's going to do it for our Blizzard.
05:34Next, we'll add a little gravity into our scene so we can get our particles
05:38flowing in a more downward fashion.
05:41Let's save our scene up as Mudslide01 and we'll get to all that in our next video.
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Binding a Gravity space warp to the particles
00:00To pull our particles down as they shoot from the Blizzard emitter, we'll add a
00:04Gravity space warp into the mix.
00:06Using a file named Mudslide01 that we've carried over from the last video,
00:10let's see what we can do.
00:12Let's first change back to a four-way view.
00:15The quickest way would simply be to use the Alt+W shortcut.
00:18Let's now slowly scrub our timeline.
00:30You'll notice most easily seen in the Left view that our particles are currently
00:35just shooting straightforward.
00:37We'll pull those towards the ground by means of a Gravity Warp.
00:40Now in order for the force of gravity to come from the top of our scene down,
00:43we'll need to create it in our Top view.
00:46Let's do that to the right- hand side of our ground geometry.
00:50In the space warp category, the Gravity is the fourth one down on the left-hand side.
00:55Let's go ahead and place that in our scene.
00:58Neither its size or position is important.
01:00The only thing that matters is the direction of the gravity points.
01:03For it to affect ourBlizzard particles, it'll have to be bound to the particle icon.
01:08Now to do that I'll first select the Blizzard in our scene.
01:10Once I've got that selected, on the toolbar on the left-hand side I'll
01:14activate Bind to Space Warp.
01:18Then I'll simply type the H key to open up a list.
01:22From here it gets easy.
01:23We'll simply double-click on the Gravity.
01:26Now if you slowly scrub the timeline focusing on the left-hand view, you'll
01:29notice that things are falling much too aggressively.
01:32To correct that we're going to have to lighten up on the Force value on
01:35the Gravity space warp.
01:37We'll go back and select the Gravity, then head to the right-hand column.
01:43Under Strength, let's change that from 1 to let's say .7.
01:46Once you do that go ahead and scrub the timeline again, focusing in on
01:53the left-hand view.
01:55Things are still dropping much too fast.
01:57Let's change the Strength instead to let's say .3.
02:06Scrubbing again. Well, that's a little bit better.
02:08Why don't we also try a value of .2?
02:20That will give us a nice little drop to our MetaParticle effect.
02:23So that's going to do it for forcing the particles down toward the surface.
02:27We still though need them to recognize the geometry that we want them to slide along.
02:32That's the job for a Deflector, which we'll set up in the next video.
02:36Let's save our file up as Mudslide02 so we can take it along with us.
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Adding the Deflector space warp
00:00With our particles now being pulled down on our scene, we'll want them to detect
00:04and deflect up from and along our ground surface.
00:08Using a file named Mudslide02 let's see if we can get that to happen.
00:13With Max offering several different types of deflector systems we'll want to
00:17choose one that'll use the actual ground geometry in our scene as the deflection device.
00:22That's the call for the UDeflector.
00:24Let's grab one from the Deflectors category of space warps and we'll drop it in
00:29the Top view directly to the right -hand side of our ground object.
00:34I'll place mine just below our Gravity space warp.
00:36With that in place we're going to want to bind it back to our Blizzard particle system.
00:40Before we do that, let's go back to frame 0.
00:43That'll simply avoid some needless calculations once the binding takes place.
00:47Once we've done that we'll select the Blizzard icon.
00:53We can then click on the Bind to Space Warp command, then type H. From the list,
00:59we'll choose the UDeflector, because the UDeflector uses actual scene geometry
01:06as the deflecting object, we'll now be re-select the Deflector icon, then click
01:11on the Pick Object button in the right-hand controls.
01:16Make sure you're in the Modify column when you look for that Pick Object button.
01:19When you find it, go ahead and click on it.
01:22Then in whatever viewport is most convenient for you, go ahead and click on
01:25the ground geometry.
01:28When you've made that selection, go back to the Pick Object button and verify
01:32right above it that it reads ground.
01:34Let's now again slowly scrub our timeline.
01:51We definitely now have our particles being affected by that ground surface.
01:55Let's move to around frame 85 and render our Perspective view.
02:01We now have to make some adjustments, but before doing so let's orbit the
02:04Perspective view and you can see how the particles are riding along the ground surface.
02:10Let's see if we can get things so the particles don't bounce maybe quite so high.
02:14With the UDeflector selected, let's change the Bounce setting to .5.
02:25Let's go ahead and again render the Perspective view.
02:27All of a sudden you're probably really starting to see a slowdown in your render times.
02:35Think what's happening. We're not just generating difficult particles to render,
02:39that being a MetaParticle, but we're now also asking those particles to deflect
02:43against that piece of geometry in our scene.
02:45That's a ton of different calculations that Max has to pour through.
02:48Let's take things back to the first frame and we will make a couple more
02:51adjustments to the UDeflector. Let's try this.
02:53We'll take the Bounce to .4, Variation we will set to 50 and we'll add a little
02:58Friction. Let's go 10 on that.
03:02After plugging those in, let's again scrub the timeline to see how things look.
03:18Why don't we have our particles not grab quite so much?
03:21We'll take our Friction instead down to 5.
03:29We can scrub the timeline again, and you can see how they now slide a little
03:38faster along the ground surface.
03:45Let's go back to the Perspective view full-screen and orbit again.
03:48I want you to notice the way the particle geometry is conforming to the ground surface.
03:52Next, we'll get to creating our materials for both our ground surface and
04:00our mud-like particles.
04:02Let's save our file up as Mudslide03, so we can take it with us into the next video.
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Creating the materials for the scene
00:00With both our ground geometry and falling particles needing a texture, we will
00:04be using this video to add those skins.
00:07Using the Mudslide03 file that was saved up in the last video, let's see what we can do.
00:12For our ground surface, let's use a map that'll give us the look of a hillside
00:16consisting of both a little dirt and a little grass.
00:18We'll open up the Material's Editor and apply a clean sample slot to the ground object.
00:26We can now name that material Ground.
00:31From there, we'll jump up on the Diffuse branch choosing a Bitmap.
00:39We can now navigate to this chapter's folder in the Exercise Files choosing a
00:43JPEG image called Ground.
00:45I'll click on the View button in the lower left-hand corner so you can get a quick peek.
00:49With that in place, we'll then want to activate our Show Map in Viewport.
00:55And so we have a little more control over our mapping, we'll now apply a UVW Map Modifier.
01:07We'll leave that set to Planner and we're ready to go.
01:11For our mud-like particles, I'm thinking about just a simple dark brown material
01:15with a little shine.
01:17Back in the Material Editor, we'll select a clean sample ball and we will drag
01:20that to the Blizzard particles.
01:25Keeping up with our naming, let's call this on, Mud.
01:30Let's now open up the Diffuse Color swatch and we'll type in some numbers.
01:36Using the top ramps on the right-hand side, we will take the Red to 60, the
01:40Green to 45 and the Blue to 30.
01:43We can then close the Color Selector and unlock the Diffuse and Ambient swatches.
01:48We'll then jump up on the Ambient swatch, changing the Value to 40.
01:55Let's go ahead and move to somewhere around the middle of our Timeline
01:58and render our view.
01:59We are probably going to need a little shine for the mud.
02:03Let's take the Specular Level value to 20.
02:06Once we've got that set in, we'll render again.
02:08That probably looks little bit too much like chocolate, which frankly I wouldn't
02:14mind being down at the bottom of the hill for that.
02:16Unfortunately, that's not the look we're looking for.
02:19So let's change the Specular level, we'll take it down a bit to 10.
02:23Let's render again and we'll see how that looks.
02:26We're getting closer, but the strength of our shine is still little bit too strong.
02:30Let's take the Spec Level instead down to about 5.
02:37That's looking a little bit better, let's also adjust the Glossiness. We'll bump
02:41that up maybe to about 25.
02:48Rendering again and I think that's going to work just fine for our level of shine.
02:52To wrap things up, we'll now make a couple of final fine-tune adjustments
02:56to polish things off.
02:57We'll save our file up as Mudslide04 and we'll move it in the next video
03:01for those final tweaks.
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Making final adjustments
00:00With everything now pretty much in place, the Gravity, the Deflector and
00:04our scene materials,
00:05we can now focus on making a few final adjustments to finish off the effect.
00:09I'll do that using a file named Mudslide04, which we've carried over from the last video.
00:14Let's start by selecting our Blizzard particle system and working in maybe a
00:18few more particles.
00:20We'll head over the Modified settings and change the Use Rate to 30.
00:29Once I've done that, I'll move to somewhere around the middle of the
00:32Timeline and render.
00:33So that's added to our flow, let's also try Use Rate of 45.
00:40Once we've locked that number in, we'll render again.
00:47That's better still. Why don't we now change the Size of each particle to 18?
00:56That should fill out the flow even more.
01:00That looks even better still.
01:02Now we don't want our particles to take any time to grow to full size.
01:05We'll take the Grow For number down to 0.
01:09We could leave the Fade For as it is.
01:11Now as far as the speed of our particles, we probably need to slow those down just a bit.
01:15Let's go back to our Speed values and change that to 3.
01:21In addition to slowing things down, a lower Speed value will also allow our
01:25particles to accumulate a little more as they flow down the hill.
01:28Let's render that and see that looks. Even better still.
01:34Now little farther down in our settings, we have a MetaParticle Tension adjustment.
01:41You'll find that under Particle Type.
01:43Tension determines just how well and how much one particle will blend with another.
01:48Higher tension values tend to make harder blobs that don't blend together well,
01:52which is not what we want for our affect here.
01:55So I want to take that value down a bit. Let's take the Tension to 0.5 and render again.
02:06So we keep getting closer to the look that we're aiming for.
02:09Let's see how a Tension at 0.7 would look.
02:18So the effects are subtle, but you can't see there is a minor change.
02:21Why don't we also vary that Tension effect from one particle to the next?
02:26Below Tension, you'll see a Variation percentage. Let's change that to 70,
02:29and we'll render again to see how that looks.
02:37Let's also adjust our UDeflectors balance a little.
02:41We'll close our render, then type H for Select by Name.
02:44From the list, we can double-click on the UDeflector.
02:49Back on the right, we'll change the Bounce from 0.4 to 0.3.
02:54Once that setting is calculated its way in, let's go and render again.
03:03One last fine-tuning tweak. If you look at the color of our mud maybe we can
03:07darken that up just a tad.
03:11We'll close our render and head back to the Material Editor.
03:16Let's take the Mud Material's Diffuse Color swatch and we'll lower the value just a bit.
03:19I'm going to take that to right around 50.
03:24Lets take a quick picture and see what change if any that's made.
03:29So that did darken things up just a bit.
03:32Last thing we want to do before wrapping this up, we're going to reposition our
03:35view for final render.
03:37I'll close my open setting boxes, then zoom and orbit around.
03:46Once I've set what I think is my final position,
03:48I'll select my Ground Plane and rescale it.
03:53That'll simply take me back to the original plane, changing the Width and Length as needed.
04:04Now you'll notice that our geometry has changed size, but our mapping hasn't.
04:08We will have to go to our UVW Map Modifier, clicking on Fit.
04:16Now if you render and find that you're still a little bit short on either end,
04:18like I'm here at the top, I'll close the window, then activate Safe Frame for
04:22a more accurate look.
04:25You'll find those settings up in the upper left-hand corner.
04:27I'll click on Perspective and then about halfway down, we'll choose Safe Frames.
04:32I could also use the Shift+F shortcut command.
04:36This gives me a better view. I can simply orbit as needed and I'll be ready to go.
04:44Once I've got myself in final position, I'll create a Camera by using the
04:47shortcut command Control+C. I'll render one last time, verifying that I'm ready to go.
05:00There you go with a little down the hill mudslide.
05:02This will take a little time to render but after the wait, things will end
05:06up looking like this.
05:07You can find the file in the Exercise Files for this chapter.
05:10The AVI clip is called Mudslide.
05:13Let's also save the Wireframe scene file up as Mudslide Completed, if you'd
05:17like to look it over.
05:18There is your mudslide, a little work, a lot of render, and some nice-looking
05:22results by way of Max's MetaParticles.
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10. Project: Exploding a Wooden Shack
Scoping out the project
00:00Creating explosion effects almost always involves layering or combining several
00:06different individual effects to get the end result you're trying to achieve.
00:11There is usually particles that explode up and out, some kind of bright light or
00:16glow from the actual detonation and many times some form of residual fire or
00:21flames out of the aftermath.
00:23So it's usually a pretty comprehensive set of procedures that go into making a
00:27realistic looking explosion.
00:29What we'll be doing in this chapter is blowing up an old wooden shack
00:33filled with explosives.
00:35The project will involve not just a particle system but also space warps, a Fire
00:40effect, even a lighting technique that we will use to produce a blinding glow at
00:45the point at which the explosion occurs.
00:46So, we're going to have a lot of different things going on.
00:50When all is said and done, we'll end up with a result that'll look like this.
00:55We've got quite a lot to do.
00:56We'll get things started in the next video.
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Creating the explosive devices
00:00Let's kick our project off by first creating the explosion for our effect.
00:05This is a file named Exploding Shack.
00:07The scene consists of an old beat up shed whose wooden wall planks and rusty
00:11metal roof were modeled as separate objects.
00:14If we temporarily turn our Shaded view to Wireframe and orbit around, you can
00:18see that each piece of geometry has been cut into varied shapes and sizes to
00:23facilitate the way the shack will blow up.
00:26Each cut to our geometry came by way of the Editable Poly Quick Slice command.
00:31Now once the cuts were made, all the individual objects were then attached
00:34together, so we could then easily choose just a single scene object for our explosion.
00:40So that's basically the geometry we have in our scene.
00:43Let's go ahead and now create the explosion device.
00:46What we're going to be doing is using a combination PArray particle system and
00:51PBomb space warp to create our exploding shack debris.
00:55Incorporating the PBomb will merely give us a little more control as to where
00:59the detonation point on the explosion occurs
01:02and then how the particle pieces will react once being blown away.
01:05We'll start with first creating the particle array.
01:08Now its position and orientation in our scene is inconsequential.
01:12So let's reopen all four views, and we'll drop it into our Top window directly
01:16to the side of our wooden shack.
01:18Once we have that in place, we'll move to our commands in the right-hand side
01:21and then under Pick Object, we'll click on the Wood Shack.
01:25Once you've made that connection, look under the Pick Object button and verify
01:28the Object reading as Wood Shack.
01:31Okay, let's now add in the PBomb space warp.
01:34Now it's going to be the PBomb that we're going to be using as our detonation device.
01:38In other words, what'll actually drive our shack debris away from the point of
01:42explosion because the position of the PBomb icon is important as to the way
01:47the effect ends up.
01:48We're going to want to make sure to locate it, set it on the shack and a little
01:51more towards the bottom.
01:53We'll first drop in our scene, then worry about getting it in a position.
01:57In the Command panel, I will reactivate Create.
01:59I'll open up my Space Warps, then on the right-hand side, third one down,
02:03I'll click on PBomb.
02:05Now for this, I'll simply go back to my Top view, dropping it below my particle array.
02:12Once we have it in view, we can activate the Bind to Space Warp command then
02:16bind the Particle Bomb back to the PArray. Okay.
02:20With that connection now made, we can focus our attention in centering the PBomb
02:24on to the wooden shack.
02:26With the Particle Bomb selected, on the right-hand side of the toolbar, we'll
02:30click on the Align command.
02:31Then using any of the viewports, we can now click on the wood shack.
02:35In the dialog, we'll take both Current Object and Target Object to Center, then
02:39at the top we'll verify that all three axes, X, Y and Z, have been checked.
02:44Once we've done that we can click on either Apply or OK.
02:48Now we can take our Front view full screen, and we'll move the Particle Bomb a
02:51little further down, maybe centering it between the door handle and the ground. Okay.
02:56Once we've done that, we'll take it back to four views. Just choose the Alt+W shortcut.
03:00That I'll do it for the two things we'll be using for the actual explosion.
03:05In our next video, we'll start making some adjustments to both of these newly
03:09created scene elements.
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Adjusting the explosion settings
00:00Now that we have both our particle array and Particle Bomb created we can go
00:04about making the needed adjustments.
00:07I'll be doing all that in a file named Exploding Shack01, which is a carryover
00:11from the last video.
00:13The purpose of using the PArray with our explosion was simply to create the
00:17particles, or better put, objects that'll be flying out once the shack explodes.
00:22The particle array won't be used to generate the force or shooting away debris effect.
00:27Its job is merely to produce what will be pulled up and out by the PBomb.
00:32Let's select the particle array in our scene and make a few changes to its settings.
00:36When you get to the Modifier column in the stack you'll drop below the
00:40PBombBinding, clicking on PArray.
00:43For the Particle Formation we'll leave things set to Over Entire Surface.
00:47We'll also want to change our Viewport Display to being Mesh.
00:52In the Particle Generation category under Particle Motion we'll change both
00:56Speed and Divergence to 0.
00:59Now, this is being done so the particle array will have no affect whatsoever on
01:03our particle fragments shooting out.
01:05Remember, we are going to be using the PBomb for that.
01:09Below the Motion Settings let's now adjust our particle timing.
01:13We'll take our start time to frame 30 then set the Stop, Display Until, and Life to 130.
01:19Now, with 125 frames down on our timeline we are using the setting of 130 just
01:24so there's no confusion at the animation's last frame.
01:27In the next tab down Particle Type we'll change our type of particles to
01:31Object Fragments and down below we'll keep the Object Fragment Controls set to All Faces.
01:37Now, let's go and scrub over the first several frames of our animation.
01:41Remember, our explosion is set to begin at frame 30.
01:44When you get to around frame 40, go and render the Camera view.
01:48With these results three quick things.
01:50One, the pulling away effect that we are seeing is not coming from the PArray,
01:55but from the PBomb that we have bound to it.
01:57Second, we currently have a light in our scene casting shadows.
02:01We probably ought to turn that shadows casting off, so it doesn't slow us down
02:05while setting things up.
02:06Three, notice that the original shack is still visible in our scene.
02:10Remember that with the PArray the original geometry is not what actually breaks away.
02:15It's instead whatever you have set up in the Particle Emission Settings as
02:19far as Particle Type.
02:20Now, because the original shack is still hanging around, we are going to need to
02:23set up a visibility track to take care of that still and view status.
02:27We'll do that in just a moment.
02:29For now, we'll just keep working with our PArray settings.
02:32For the particle array skin under Material Mapping and Source we'll change the
02:36control to Picked Emitter then hit the Get Material From button.
02:40That'll grab the material that we have in our wooden shack, applying it to each
02:43and every object fragment.
02:44Let's also pet a little spin on each particle.
02:47Under Rotation and Collision we'll set the Spin Time to 35.
02:50That will ensure that each particle will take just over a second to make
02:54one complete rotation.
02:56Let's render our Camera view again.
02:58Now, we still have that light casting shadows.
03:00Let's go back to frame 0 and we'll turn that off.
03:03The lights in our scene are currently hidden.
03:05So we'll go to the Command panel's Display tab choosing unhide Lights.
03:09Once we've done that to be able to select our light from a select by name list
03:13we'll simply type H. From the list you can now double-click on Omni Shadow.
03:18Back in the Modify column under General Parameters simply uncheck Shadows being on.
03:23Let's render again to verify that those shadows are indeed turned off.
03:27Now for the detonation force of our PBomb let's select that.
03:31In our right-hand settings about halfway down under Explosion Parameters notice
03:36the Start Time for our PBomb being set to frame 30.
03:39To speed up the explosion effect we'll change the Strength to 4.
03:43Now, because scrubbing the timeline can easily come to a complete standstill
03:46with all of our particles, let me show you the way the current strength value
03:50would look if rendered out.
03:52That pretty much does it for our fragment emission settings.
03:55Let's save the file up as Exploding Shackle2 and we'll take it into the next
04:00video where we'll create the visibility track for our wooden shack.
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Setting up the shack's visibility track
00:01With the particle fragments exploding outward and our original shack still being
00:05visible in the view, we'll use this video to configure a visibility track to take
00:10care of the shack's display.
00:12To set things up, I'll using a file named Exploding Shack02 which was saved up
00:16at the end of the last video.
00:18Now a visibility track is a handy little way to make an object disappear and
00:22reappear if necessary over the course of an animation.
00:25That disappearing trick can be done either gradually as if an object was
00:29magically dissolving into thin air or it can be done like a toggle light switch.
00:34Immediately visible or immediately invisible in other words.
00:38Now, for our example we are not looking for any kind of supernatural dissolving effect.
00:42We just want our original shack gone once the explosion occurs.
00:46Here is how we can make that happen.
00:48In any viewport, select the original shack and then right-click.
00:51From the menu that pops up on the lower right-hand side choose Dope Sheet.
00:55Now down at the bottom on the left-hand side under Objects you'll see the name Wood Shack.
01:00Go ahead and click on that name to select it.
01:03Using the pulldown menus in the upper left-hand corner of the Dope Sheet
01:06dialog click on Tracks.
01:08Now, from here you'll choose Visibility Track and then Add.
01:12What you'll notice is a new visibility track has been added to our wooden shack.
01:16Now, this is where we going to want to change it to an on/off toggle.
01:20Again, on the left-hand side click on the name Visibility.
01:23Back in the pulldown menus on the far left open up Controller.
01:27When you get in the list choose the top entry, Assign.
01:30This list controls every type of controller in Max that can be used to control
01:34the wooden shack's visibility.
01:36The one we'll want to choose to create that immediate on/off toggle is
01:40called just that, On/Off.
01:42You'll find it fourth one down from the bottom.
01:44You'll want to select that name then click on OK.
01:48With the On/Off visibility controller you'll now see a bright blue line
01:51extending from our first frame to the end of our animation.
01:54Now, the way this works is any frame in which that blue line is on top of,
01:58the shack will be visible at that point in time.
02:01To change the shack's visibility, in our case so it disappears, we are going to
02:05want to add a keyframe along that light blue line.
02:07Now, we can do that by clicking on the Add Key icon up on the left-hand side of the toolbar.
02:12The icon has a little plus sign in its upper right-hand corner.
02:15Once you find that, go ahead and click.
02:18Back down at the bright yellow line go around frame 30 and click again.
02:22Now, it doesn't have to be perfect.
02:23In fact, you'll notice down here at the bottom I've actually set mine at frame 31.
02:28To make the change, I'll simply highlight that 31 number and type in 30.
02:33Once I have that in place, I'll click Enter.
02:35What we've now done is to keep the wood shack visible over the first 30
02:39frames of our animation.
02:40At frame 30 at the point that our PBomb explodes we'll then have that wood shack disappear.
02:46Let's close the Dope Sheet and we'll see if that in fact doesn't take place.
02:50To quickly move to frame 40, I'll highlight the frame number down on the
02:53right-hand side of the interface.
02:55With that now highlighted I'll type in 40.
02:57Giving the system a chance to update, I'll now render the Camera view. There you go!
03:04The explosion is currently taking place and we no longer have the original wood shack.
03:09If we'd render things out of this point, here's how things would be coming along.
03:12So, that will do it for the Visibility track.
03:15Let's save our project up as Exploding Shack03 and we'll move it into the next
03:19video where we'll set up the fire effect for our explosion.
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Creating the fire effect
00:00With our visibility track now taken care of, let's see about adding a little
00:04fire explosion into our effect.
00:06I'll be using the Exploding Shack03 scene file that I've carried forward
00:10from the last video.
00:11Now creating fire in Max can be done a couple of different ways.
00:15One of those techniques is to use what is called an Atmospheric Apparatus to
00:19hold the fire effect.
00:21That holding container is available in several different shapes.
00:25For our fire a round or spherical shape apparatus will probably work the best.
00:29You can find all those containers under the helpers tab in the Create column.
00:33Let's select the SphereGizmo and we'll create one of the top view under a PArray.
00:37Now, we are going to want our fire explosion to appear to originate from
00:41inside the wood shack.
00:43So with that in mind we'll start by centering it in the middle of the shack
00:46geometry using the Align command.
00:49With the Sphere Gizmo selected we'll activate the Align command up on the
00:52right-hand side of our toolbar.
00:54Then we can simply click in any view on top of our shack.
00:57In the dialog we'll make sure that Current Object and Target Object are both set
01:01to Center and X, Y, and Z up above are all checked.
01:05Moving to our controls in the right- hand side we'll change the size of our
01:08Sphere Apparatus to 200.
01:10With that now in place we'll drop down to the Atmospheres & Effects section down
01:14below clicking on Add.
01:16In the Add Atmosphere dialog we'll double-click Fire Effect.
01:21To get to our settings back on the right we'll click on the name Fire Effect.
01:25Then below that below that we'll click Setup.
01:28Now Max's Fire effect has quite a few different settings that you can use to
01:31control the look and behavior of your fire.
01:34Not just in the color, shape, and detail of your flames, but also whether or not
01:38you're looking for more of an explosion type of effect.
01:41What's nice is you can make just a few quick adjustments keeping most of the out
01:45of box settings and get a relatively realistic looking effect.
01:50Now with money in hand you could always fork out a few bucks and buy yourself a
01:53specialized plug-in for creating extremely believable fire in Max.
01:58But for the purpose of this project we'll just be sticking with the
02:01off-the-shelf-it-ships-with-the- software way of doing business.
02:05In the settings, down in the Shape category we'll keep things set to Fireball.
02:09Tendril will be used for creating more of a log or slender flame like you'd see
02:13in a campfire or maybe a burning building.
02:15We'll leave all the other settings as they are and jump out into the bottom
02:19into the Explosion section.
02:21There, we'll turn on Explosion, making sure that Smoke is also checked.
02:25Once we've done that on the right- hand side we'll click on Setup Explosion.
02:29Now, this is where we can set both our Start and End times for our explosive effect.
02:33With our particle fragments set to start blowing away from the shade at frame 30,
02:37we'll set the fire Start Time to 27.
02:39This will begin our fire explosion just a fraction of a second before the
02:43fragments start exploding out.
02:45For End Time we'll set that to 90 and basically is making a fire explosion
02:49that'll last roughly 3 seconds.
02:51Now, once we've done that we can go ahead and close the dialog.
02:56Let's now move to frame 29 and render our Camera view.
03:00Two frames into our fire we now see it coming out of the roof of our shack.
03:04Let's see how things look rendering frame 37.
03:07So at this point you see the explosion taking place, and what a fireball we are getting.
03:11Let's also see the way things would look at frame 60.
03:14At this point, our flames have dissipated, now turning into a light gray smoke.
03:18Now, if we rendered out the fire effect alone using all the default settings
03:22and just adjusting the Start and End Time as we've done, here is the way things would look.
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Adding a bright explosion glow and wrapping things up
00:00With our explosion now including fire originating from inside the wood shack,
00:05we'll turn the intensity of our blast up a notch by adding a bright glow at the
00:08point at which things start blowing up.
00:11We'll do that using the Exploding Shack04 scene file that we brought with us
00:15from the previous video.
00:16Our blast glow will be created by an Omni light that we'll position in the
00:20middle of our exploding shack.
00:22Let's go ahead and drop it into the Top view and we'll get to setting things up.
00:25Once in our scene, let's name our Omni Explosion Light.
00:29Now, as far as actual illumination, we're really only worried about this
00:33Omni hitting the ground.
00:34We could make that happen using the light's Include/Exclude feature.
00:38Now, you'll find that over on the right in the Shadows category.
00:42Directly below where it reads Ray Traced Shadows, click on the Include button.
00:46In the list on the left, locate Ground then double-click.
00:49That moves that ground object over to the Include or Exclude side.
00:53Now, above the Ground listing, you'll see two buttons, Include and Exclude.
00:57We'll want to click on the Include button for this example.
01:00This will make sure that our new Explosion Light only illuminates our Ground object.
01:04Now, once we have that in place in the lower right-hand corner we can click OK.
01:08Once we've done that, we'll now want to center our Explosion Light directly in
01:12the middle of our wooden shack.
01:14We'll again be using the Align command on the upper right-hand side of the
01:16toolbar to make that have.
01:18With the Omni Light selected, click on Array, then anywhere on the green shack.
01:22As we've done in the past, we'll make sure both Current Object and Target
01:25Object are set to Center and then we'll verify that all three axes, X, Y and Z, are checked above.
01:31Once you've made that verification, you can click either Apply or OK.
01:35To now add a real bright glow effect to the light, we'll use Max's render effects.
01:40You'll find those in the Rendering pulldown menu under Effects.
01:44Okay, when the Dialog Settings open, up at the top in the right-hand corner click on Add.
01:48From the Add Effect menu, we will then choose Lens Effects.
01:52Down below in the same dialog box under Lens Effects Parameters,
01:55we'll double-click on the Glow setting on the left-hand side.
01:58That double-click, merely adds it to our Lens Effect effect over on the right.
02:03Now that we've determined that it's a glow that we want to add to our light,
02:06we are going to have to pick that light from our scene.
02:08In the bottom left corner in the Lens Effects Globals, click on Pick Light.
02:12Now, we'll simply type the H command so we can nab it from our list.
02:15Okay, now there is the lights in our scene.
02:17Let's now double-click on Explosion Light, and once you've done that verify that
02:21to the right of Pick Light it reads Explosion light.
02:24Now, so we can focus in our effect, let's hide the geometry in our scene.
02:28We'll do that by going to the Display column, clicking on Geometry.
02:31Once we've done that we'll verify that we are indeed at frame 0, then back in
02:35the dialog, we'll activate Interactive.
02:38This now gives us a rendered window, that'll automatically re-render any time we
02:42make a change to our settings.
02:44Now, back in our Effects dialog, we'll go down below we can currently see.
02:48Under Glow element, about a quarter of the way down in the left-hand side, we'll
02:51now change the Size.
02:53Let's highlight that number, typing in 100.
02:55Now, as soon as we do with Interactive on, we see the change in our Glow effect.
03:00Let's try a size of 250 and to get the glow even larger still, we'll set the size to 500.
03:05Okay, we can now go back to the top, turning off Interactive.
03:09Once we've done that, we can close our rendered window and unhide our Geometry.
03:13Let's render again so we can check out the effect.
03:17We can change all that back in the Effects dialog.
03:20We'll go back in the Glow Element settings and take the Occlusion on the right down to 0.
03:25Once you've done that, let's render again.
03:27Okay, to make the glow even brighter, we'll go back up to the Lens
03:31Effects Global Settings.
03:33In that category, about halfway down in the left, you'll notice there's also
03:36a size value there.
03:37Let's take the Global Size to 200 and we can render again.
03:41Now, even though the bright light is masking out a good portion of our shed,
03:45you'll notice the light currently seems a little bit too high up in our scene.
03:49What we'll do is close the rendered window, then go back to the Camera view to
03:53reposition that light.
03:54Now, in our shaded window, you can see the current position of the
03:57transformation gizmo.
03:58that's directly in line with the light.
04:01What we'll want to do using Screen coordinates is to move that Omni light a
04:04little bit more into the center of our shed.
04:06Now, it doesn't have to be perfect but we do want that glowing effect to look
04:10like it's originating from the center of our shed geometry.
04:13Once you're happy with the new position, try rendering again.
04:17We can now simply animate the timing as to when the glow will actually hit the screen.
04:22Here's what we'll do.
04:23we'll close the rendering and return to our Effect settings.
04:26Down in the Glow Element category, we'll take the Size of our glow to 0.
04:30Verifying we are at the first frame, we can now activate Auto Key.
04:34I'll simply use the keyboard shortcut, the letter N to do that. Okay, here we go.
04:39Now, we are not going to want the glow to occur until frame 30.
04:42So, let's move to frame 29 in our timeline, and we'll lock the size of our glow down to 0.
04:47We can do that by simply holding down the Shift key then right-clicking on
04:51either of the size spinners.
04:53Now, if you've done that correctly, at frame 29, you should now see red brackets
04:57around the spinners for the size of the glow.
04:59Let's now move to frame 30, and we'll change that size to 500.
05:03Again, once you've pressed Enter you should see red brackets around the size spinners.
05:07Okay, to now turn the glow off we'll go to frame 45 and we'll set the size back to 0.
05:13You can simply right-click on either of the size spinners to take it down to that number.
05:17Now, once we've got our keyframes in place we can turn off Auto Key.
05:20Let's now go back to frame 29 and we'll render our Camera view.
05:24Now, at this point the light should be off and that's indeed what we see.
05:29Let's try frame 30 and see what happens. There we go.
05:32At the time of the explosion we now have this very aggressive glowing effect.
05:36Let's go to frame 45 and render and we'll see if the glowing effect has indeed turned off.
05:41So that's perfect.
05:42The fragments are still exploding and the fire was totally out of control, and
05:46that's pretty much going to do it.
05:47If we now go back and turn Shadow Casting light back on, we've got ourselves
05:51a completed project.
05:52I'll close the render, go back to frame 0, then type H. There's my Select by name
05:57list, second one down, I'll double-click on Omni Shadow.
06:01We'll get back to the Modify column. Turn back our Ray Traced Lights.
06:05Let's render that and again our shadow shows in the scene.
06:10Okay, there's our exploding shack.
06:12we've got debris inside fire and an intense glow effect to cap things off.
06:17Now, there are a couple of more things that we could've done here.
06:19Although this particular scene looks just fine without those added effects.
06:23If need be, we could've added a Gravity space warp bound with the PArray, to
06:27pull our wood shack particles back down.
06:30We could have added some kind of Deflector down at the ground level for those
06:33particles to bounce off of once they came into contact with the ground surface.
06:37Because of the angle of our scene, the number of frames that we used, and the
06:41tenacity of our blast, neither the gravity nor the Deflector were needed here.
06:45There is your exploding shack from start to finish. Way to go!
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11. Project: Turning Water into Steam Using Particle Flow
Scoping out the project
00:00In this project, we are going to be incorporating a Particle Flow particle
00:03system to simulate several drops of water falling on to a hot metal surface.
00:08When the drops make contact, we'll have each turn into a tiny puff of steam.
00:12Now to pull that off, we are going to have quite a few things to setup.
00:15We'll first need to have a PFlow event that will generate our water drops,
00:20having each traveled downward toward our hot plate in hopes of making
00:24contact with that surface.
00:25We'll then need to wire in some kind of test that will have the drops
00:29magically change into the look of steam, if and when contact with that
00:33hotplate is indeed made.
00:34In order for that changing the steam to take place, a second new event will need
00:39to be added to the particle flow, that event giving our particles a completely
00:43different set of characteristics to take on as to their look and behavior.
00:46We'll be creating materials, do a little modeling, building in a couple
00:50different space warps, all kinds of fun stuff that I think you'll find not just
00:54informative, but also maybe even a little challenging.
00:57When all is said and done, we are going to end up with our finished project
01:00that will look like this.
01:02So what do you say?
01:02Let's head into the next video and we'll get things rolling.
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Creating and positioning the particle flow system
00:00This is a file named Project PFlow that we will be using throughout this project.
00:04The primary item of focus in our scene will be the black round hotplate centered
00:08at the bottom of our Camera view.
00:10It'll be on the surface where our particle water drops will fall and turn
00:14into puffs of steam.
00:15To kick things off, let's first create the Particle Flow system that we will be
00:18using to generate our particle effect.
00:21Now in order for our particles to travel downward in our scene, we'll need to
00:24make our PFlow in the Top view.
00:26On the right, we'll go under Standard Primitives, clicking on Particle Systems.
00:33The Particle Flow will be listed as PF Source is the top button on the left.
00:38Now we can go to the Top view and drop one into play.
00:43Once the PFlow icon has been created, we'll then want to align it to the hotplate.
00:47To do that, we can use the Align command on the upper right-hand side of the toolbar.
00:53Once you've activated the button, you can go ahead and click on the yellow
00:56geometry in the scene, which represents the round hotplate.
01:01From the Align dialog, we'll make sure Center Object and Target Object are
01:04both set to Center.
01:08Above that make sure all three buttons, X, Y, and Z, have been checked.
01:14Now working in the Front view, we'll move the icon up so it can't be seen in the Camera window.
01:18We are also going to want to make some changes to the PFlow icon shape and size.
01:29In the controls on the right, we'll change the Icon Type to Circle then use a Diameter of 225.
01:33We'll also want to see all of our particles displayed in the viewports.
01:38So under Quantity Multiplier, using the viewport setting, change that to 100%.
01:43Let's now go ahead and scrub the timeline to make sure things are working.
01:54Once we've done that, we can open up the Particle view by typing 6 on our keyboard.
01:59We've got a healthy handful of things to talk about here.
02:01Let's move in the next video and we'll start looking into both our current event
02:05setup and the actual operators included in those events.
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Reviewing the PFlow events
00:00Let's take a moment and talk about the specific operators that we have in our
00:03particle event structure.
00:05I am using a file named Project PFlow01 that's been carried forward from the last video.
00:10With the PFlow icon selected, we'll open up the Particle view and take a look.
00:14You can do that by clicking on the Particle view button the right or simply
00:17using the 6 shortcut key.
00:23As you can see, there is two events.
00:25The systems global event at the top containing a single render operator.
00:30It's the second event in our current flow that we'll be concentrating on at this point.
00:35With Particle Flow each operator in an event is designed to do something a
00:39little different, controlling a certain behavior or mannerism for the particles.
00:43The Birth operator gives us start and end times for our particle emission in
00:48addition to determining the number of particles that will be emitted over the
00:51life of the particle system.
00:59The Position icon operator uses the particle icon in the scene as the location
01:03from which the particles will be emitted.
01:05It gives you a few options as to how and where the particles shootout from the actual icon.
01:17The Speed operator gives us control over each particle's speed and how much
01:21that speed can vary.
01:27Down below that, the Rotation operator allows you to control each particle's
01:31orientation as it emits from the icon.
01:40Again, you'll see you have a couple of different options to choose from.
01:42With the Shape operator you can choose between various default shapes for your particles.
01:47We'll be changing this one out,
01:48using instead a Shape type operator that will allow us to pick an object shape
01:52from our scene as each particle's shape.
02:02And lastly, the Display operator, which simply controls how the particles show
02:06up in the viewports.
02:14So that's the basic construction diagram for the PFlow we'll be starting with.
02:18Next up, we'll create the geometry that we will be using for our water drops.
02:22We'll do that in the next video.
02:24Let's go check it out.
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Building the water drop geometry
00:00The original particles in our scene will be constructed of a custom shape that
00:04takes the form of a water drop.
00:06We'll model that geometry in this video, using a file named Project PFlow01 that
00:11was saved up from the previous video.
00:13Let's see what we can do.
00:14To begin, let's take the Front view full screen and we'll select the hotplate.
00:18That's the light gold geometry.
00:21We can then type Z for the Zoom Extend Selected command.
00:25Now we can begin work on our water drop.
00:27It's going to be made out of a simple circle.
00:29So I'll go to my Shapes, and I will drop a circle in somewhere above the hotplate.
00:35For the size I am going to give it a Radius of 5.
00:37We are going to want it large enough so we can see it, and we can always go back
00:41and scale it down if needed a little later on.
00:43Once you have type that in, type Z again.
00:49We're going to want to get down to the sub-object level.
00:51For that we'll simply right-click on the circle, choosing Convert Editable Spline.
01:00Once we are in the stack, we'll drop down to the Segment level.
01:03The circle consists of four segments.
01:05Let's select the two that make up the right-hand side.
01:09With those selected, we are going to remove them from play. Let's hit Delete.
01:13Now we'll go to the Vertex level, selecting the top vertex.
01:16We are going to want to move that up just a tad.
01:24Once I have got it there, I will grab the Bezier handle on the left and pull that down.
01:27You can kind of get an idea of where we are going.
01:30I will then select the middle vertex on the left and we'll pull that a little in,
01:33and even though we might still want to do a couple of minor changes, let's
01:38at this point add a Lathe modifier.
01:49The drop looks pretty good.
01:50Now if you need to you can always go back down at the Vertex level.
01:54You could turn on Show end result, and then you can make whatever changes from
01:57there you might need to make.
01:58I am going to also change the number of segments on my drop to let's say around 20.
02:09Let's also give it a name. How about water drop?
02:19Once completed, I'll go back to four views.
02:22I will just use the Alt+W keyboard shortcut for that.
02:24That will do it for our particle geometry.
02:27We can now build a water drop material, which we'll get to in the next video.
02:31Let's save our scene up as PFlowproject02 so we can take it along with us.
Collapse this transcript
Creating the water drop material
00:00Now that we have our water drop geometry built, let's see about creating a material for it.
00:05I'll do that using a file named Project PFlow02, which I brought with me
00:09from the last video.
00:113ds Max offers a handful of ways of creating a nice water like looking skin,
00:15especially if you're using the mental ray render engine.
00:18Now I have already got things setup to use that, so I will go ahead and enter
00:21my Material Editor.
00:23From there below the sample slots in the left-hand side I'll click on Get Material.
00:30From the Browser, I'll then open up the tab named Autodesk Material Library.
00:35I'll navigate down to the Glass section and then choose the Clear glass.
00:43Once I have that loaded in, I'll go ahead and drag-and-drop it over to the
00:46water drop in the scene.
00:50Now to get a better view of what we are looking at here, let's select the water
00:53drop and change our Camera view to Perspective.
00:59We can then use the Z shortcut key to zoom in.
01:02Let's now go ahead and render.
01:11So right off the box, we have got ourselves a very realistic looking drop.
01:14Now if you're feeling a little lag in your render times, here is something you can do.
01:20Down at the bottom of our render window on the left-hand side you can lower the
01:24Glossy Reflections and Refraction precision.
01:34This will yield still good results but maybe not quite as accurate as leaving
01:37them at their default settings.
01:39Either way you want to go, I just want to make sure you know that you have got
01:41some adjustments that you can make.
01:43Now as an alternative to the Autodesk glass, let's try the mental ray Arch & Design material.
01:48We'll go back under the Get Material button, then from the list open up the
01:54mental ray materials.
01:58There directly at the top is the Arch & Design.
02:00Let's double-click on that.
02:03From here we have a series of templates that we can choose to use.
02:06Back in the Editor right above the Arch & Design logo go ahead and click where
02:09it says Select the template.
02:11Now from the list, we'll choose Transparent Materials > Glass (Thin Geometry).
02:19Let's also apply that one and see how that would look.
02:30So a slightly different look, but still very realistic.
02:33Let's also under the templates, try the Glass (Physical).
02:48So we certainly have another believable option with that.
02:51Now the one I would like to choose for this project is a mental ray material
02:54called Autodesk Water.
02:56Let's see if we can't find that.
03:01Back in the browser in the mental ray materials you'll find it about
03:04three-quarters the way down the list.
03:07Let's apply that and see how it looks.
03:20So there we go.
03:21I think we have got a good- looking skin all taken care of.
03:24Let's now close all our dialogs, we'll deselect the water drop, then hit Z again.
03:28Well after doing that, we are going to want to take our now Perspective view
03:34back to Camera by typing C.
03:44Now if we render again, it's pretty obvious that with the water drop being so small,
03:47it's going to be barely detectable, but you never want to take anything
03:50for granted, so we wanted to make sure that we had a nice looking skin in place.
03:54So that's it for our water material.
03:56Next step, we'll make our way back into Particle view so we can start setting things up.
04:00Let's save our scene up as Particle Flow 03 so we can take it with us into the next video.
Collapse this transcript
Adjusting the PFlow settings
00:00In this video, we'll start making the needed adjustments to our current
00:03particle flow system.
00:05I'll be using a file that we saved up in our last video.
00:07It's named Project PFlow03.
00:10Let's go ahead and select the PFlow icon and we'll open Particle view by typing 6.
00:19Let's start with the Birth operator.
00:21We'll select that, then on the right- hand top, we'll change the Start time to 15,
00:24the End time to frame 80 and then for the Amount of our water drops why
00:29don't we set that to 3?
00:32In the Position Icon operator, we'll change the location to Surface.
00:36this will emit our particles from random points along the surface of the PFlow icon.
00:47For the Speed operator, let's change the Speed to 400 and we'll vary that by a number of 10.
00:54As for the Direction of travel, we'll leave that set on Along Icon Arrow.
00:59With the Rotation operator, we're going to change the Orientation Matrix to Speed Space.
01:04This will allow each particle's orientation to be determined by that particle's
01:08direction upon entering the event.
01:09Down below that, for X, Y, Z, we're going to take the Z value to 90.
01:16Then I'll make sure that the largest or fullest part of the drop is down at the bottom.
01:24With the Shape operator, here we're going to want to make a change.
01:27Look in the depot and find the Shape Instance operator.
01:31Putting this operator in place of the Shape operator will allow us to pick the
01:35water drop geometry as our actual particle.
01:37Here is what we'll do.
01:39with Shape Instance selected down on the depot, we'll drag that, putting it
01:42directly on top of the Shape operator.
01:44When you get it there, you are going to want to see a red line before dropping it in place.
01:48That red light indicates that the Shape operator will be replaced as opposed
01:52simply shifted above or below the Shape instance.
01:59Once we have in that in the event, over on the right-hand side at the top under
02:02Particle Geometry type, let's click on the None button.
02:08To be able to choose our geometry from a list, we'll simply type H. There we go.
02:13Down at the bottom, we'll now double-click on Water Drop.
02:18Below that on the right-hand side, we can also change the Scale or vary the
02:21Scale if the need be.
02:22We won't worry about that though until little later on in the project.
02:26For the Display operator, you'll notice that things are currently
02:29being displayed as Ticks.
02:31You know that because of the entry in the parentheses just to the right of display 001.
02:35We're going to want to change that to Geometry.
02:38So with the Display operator selected, back on the right, for Type we'll change
02:41from Ticks and instead choose Geometry.
02:45With all this in place, why don't we also now rename the event?
02:49Let's call it Water Drops.
02:50We go to the top of the name where it reads Event 001 and simply right-click.
02:55From the list, we'll choose Rename, then type in Water Drops.
03:03As your particle flow diagram builds, it's always a good idea to try to rename
03:07whatever events you can to keep things straight.
03:09Let's now close the Particle view window and we'll scrub the Timeline.
03:21As we move along in our animation, we now see that it's indeed the water drop
03:25geometry that's taking over for the particle shape.
03:28Let's go ahead and render that and see how the size of the drop actually looks.
03:37That is a little bit on the big side.
03:39So let's go back in the Particle view and change the Scale on the Shape Instance operator.
03:43Why don't we try a Scale Percentage of let's say 80?
03:56I'll minimize that and render again.
04:01So there you go.
04:03Now it's still a little but on the large side but we do want to see it when it
04:06comes time to render.
04:07Now for the drop that you see on the right, that's our original instance
04:11geometry. We want to go ahead and select and hide that.
04:24Now we're looking pretty good.
04:25Next up, we're going to wire in a test that's going to program our water drops
04:29to change into something else should they come into contact with the hotplate.
04:32Let's save our file up as Project PFlow04 and we'll do that in a next video.
Collapse this transcript
Adding the Collision Spawn Test and deflector
00:00With our water drop particles now heading down on the direction of the hotplate,
00:04we'll add a test into our Water Drop event that will have the drops colliding
00:07with a deflector and breaking into several smaller pieces.
00:11We'll be using the Project PFlow04 files saved up in our last video for this
00:15part of the project.
00:17Let's reopen Particle view and take a look at what we are working with.
00:22Remember, you can do that by simply typing 6 shortcut key once you've got the icon selected.
00:28To enable our water drops to collide with the hotplate we're going to add a
00:32Collision Spawn Test.
00:34Go ahead and grab that out of the depot and drag it down to the bottom of our
00:37Water Drops event, directly below Display.
00:45When you make it to the event, make sure that when you let go off your mouse
00:48you're doing so with a blue line and not a red one.
00:51With that now in place, we're going to have to create something in our scene
00:54that's going to generate that deflection.
00:56Let's close the Particle view and see what we can do.
01:00Let's activate the Camera, going full-screen, and we'll head over to the
01:03Deflection's space warps.
01:11For this one we'll choose the Deflector.
01:14When you click on that button let's also activate Auto Grid, maybe another
01:17inch-and-a-half up. Go now directly to the flat part of the hotplate and draw
01:23out your Deflector space warp.
01:26Don't worry about size and position. The thing at this point is the way it's been
01:29aligned to the hotplate itself.
01:31Let's now turn off the Auto Grid feature, then use the Align command on the
01:35toolbar to center it on the hotplate.
01:37When the dialog opens, let's change both Current Object and Target Object to Center.
01:48Making sure that all three X, Y, and Z buttons are on top, we can then
01:51say either Apply or OK.
01:54Now that that's in position, we'll go back to Four Views then in the Front view
01:58we'll move the Deflector up to the top of the hotplate.
02:11Then we will return to our four- view layout and change the size of the
02:14Deflector icon to 385 X 385.
02:21That ensures that it's the proper size for the hotplate itself.
02:25For the Bounce level, let's change that to 0.09.
02:29We want the water drops to kick up but not much.
02:32We'll then need to tie the Deflector back into the Collision Spawn test.
02:36So we'll go back and select the PFlow icon, then reenter Particle view.
02:44If we go ahead and click on the Collision Spawn test, we'll see our controls
02:47over in the top right corner.
02:50In the second category from the top called Deflectors, click on the Add button.
02:55This will enable us to now choose that deflector from a list.
02:57We can now type H, and guess what it shows up?
03:01We'll double-click now on Deflector.
03:04What's going to occur at this point as the water drops fall and hit the
03:07deflector, something going to happen and in our case we're going to want that
03:10water particle to spawn or divide into more.
03:13Back over on the right, about halfway down, you'll see the Offspring number.
03:17Let's change that to 12.
03:23This basically says that as the water drop hits the deflector, it'll spawn
03:27into 12 more particles.
03:29Now a little further up, staying in the Spawn Rating Amount category, we want to
03:33make sure that Spawn on First Collision is checked.
03:35We also want to make sure that our parent, our original water drop, is removed
03:40from action once the spawn takes place.
03:42So for that, make sure that Delete Parent continues to be checked.
03:46We can now close Particle view and scrub the Timeline to see how things look.
03:59So when the drop makes contact with the deflector, 12 additional drops are now being created.
04:04Things won't stay that way but we are going in the right direction.
04:07With what we have in place, the next thing to do is to add a brand-new event for
04:11the spawn particles to go to.
04:12Let's save this file up as Project PFlow05 and we'll get to all that in the next video.
Collapse this transcript
Turning the drops into steam
00:00In this video we'll create a new event that will have our water drops turn into steam.
00:05We will be using the project PFlow05 file that was saved up at the end of the last video.
00:10When our water drops hit the hot plate surface effectively changing their look
00:14and behavior, we will be using a specially made material for the look of the
00:18transformed appearance.
00:20Because of that, we will use a Shape Facing operator as the foundation for our new event.
00:25With the PFlow in our scene selected let's re-open the Particle view.
00:33Down in the depot, locate the Shape Facing operator.
00:36When you find it drag it in the main window directly below the Water Drops event.
00:45By dragging it into a blank area we have effectively created a mrand new event.
00:49Note that that new event automatically comes with the display operator, so we
00:53will be able to see the new particles in our view.
00:55At this point, we are going to want to wire Collisions Spawn test down to our new event.
01:00We'll simply hold down the Collision Spawn socket on the left then drag it to
01:04open circle on the event below.
01:06Once you have made that connection, go ahead and let go.
01:12That in effect associates one with the other.
01:14Now once we've done that,
01:15let's name our new event Steam.
01:21Right-clicking on that name we can type in as needed.
01:26When using Facing type particles, you are going to want to make sure that that
01:29particle shape always remains perpendicular to the camera that you are using.
01:33To do that, we will go to the top right corner and click on the None button
01:36directly below Look At Camera/Object.
01:40This is going to enable us to pick our camera out of our scene.
01:42Once you have done that, you can type H. Then select camera 001 from the list.
01:52For the size of each Facing particle, let's change that from 1 unit up to let's say 30.
02:01And so we can see the actual particle geometry in our view on the Display
02:05operator, we will change the type to Geometry.
02:12Why don't we also change the color of that particle geometry to let's say a bright pink.
02:21Once we have made all those changes, we will again close Particle view and
02:24scrub our timeline.
02:30Now we are getting somewhere.
02:32As each water drop hits the deflector, it's changing into a series of
02:35Facing type particles.
02:37The next thing we are going to need is to make a material for that steam particle.
02:40We will save things up as project PFlow06 and we'll take care of that in the next video.
Collapse this transcript
Creating the steam material
00:00With our steam set to use Facing type particles, it will be the material that we
00:04now create that'll give our puffs of steam their look. I'm going to be using the
00:08project PFlow06 file from the last video to do my work.
00:12Let's open up the Materials Editor and select a clean gray sample slot.
00:16We can now name that Steam.
00:22Let's now jump up on the Diffuse Color swatch, changing that to a bright white.
00:29Once that's taken care of, we will enter the opacity channel on a material
00:33adding a gradient map.
00:43Why don't we now change our sample slot to look like a cube, so we can better
00:47see how that's coming? And I will then double-click on that cube to open up a
00:53larger viewing window.
00:54For the Gradient Type, let's now change that to Radial.
00:59On our three color swatches let's do this.
01:01Color number 1 will stay black.
01:03Color number 2 though will also be black.
01:05Now to make that conversion, I will simply drag the Color number 1 swatch
01:09down to 2 and say Copy.
01:14As you can see that simply reduces the size of radial effect.
01:17Now to break things up, why don't we add little Noise?
01:20We will change the amount to 0.6.
01:25For the Type, we'll use Fractal and we will change the Size to 8.
01:34So that gives us a nice little wispy look to our steam.
01:36To provide little dissipating effect let's now jump up on the white swatch
01:41and add a particle age.
01:43For the Colors, we are going to want to make a few changes here also.
01:46For Color number 1, we will open up the color swatch and change the value to 110.
01:49That will give us a medium color gray.
01:58For the Color number 2 swatch, we will change the value there to 70 and for
02:05Color number 3, so the Particle Age has a chance to kind of fade away, we will
02:09take that value to 0.
02:14That will turn things black and we are ready to go.
02:17Now, as far as the percentages for each color swatch, things are just fine the way they are.
02:21Now to get the material actually on Steam particles, we are going to have to add
02:25a special operator to our Steam event.
02:28Using a particle flow, there is no simple drag-and-drop.
02:31So let's close the Material Editor and reopen Particle view.
02:41Down in the depot, locate an operator called Material Dynamic and when you
02:45find that go ahead drag that in the Steam event, placing it directly below the
02:49Shape Facing operator.
02:57That gives us now a container that we can use to add our material.
03:02With the Material Dynamic selected up in the right-hand corner, click on the
03:05None button at the top.
03:07From the browser, we will go down to the Sample Slots category and choose the
03:10material named Steam.
03:16That loads it into place and we are ready to go.
03:19Let's close the Particle view and we will render around Frame 60.
03:33There we go. One drop has made contact and you can see the puff of steam that's
03:36been generated from that.
03:38The only thing we have to do at this point is make a few final adjustments
03:41and we will be set.
03:41We will do that in our next video.
03:44Let's save our file up as project PFlow07 so we can take it with us.
Collapse this transcript
Making the final adjustments
00:00With the majority of our project now in place, we're left with making only a few
00:04adjustments to our steam particles to get this baby in the can.
00:08Let's make those needed procedures using the Project PFlow07 file that was
00:12saved up at end of the last video.
00:14Now, there are two things in particular that we're going need to do.
00:17One will be to get our facing particles moving around just a bit using a Wind
00:21space warp and two, we are going to use some kind of mechanism to make our steam disappear.
00:26For that we will be using the Delete operator.
00:28Let's see we can do.
00:29Starting with the Wind space warp, let's change the Top view to a Back view.
00:33We can now grab a Wind over on the right and place it into that new window.
00:37Now like we did with the Deflector in a previous video, we are going to also
00:40align our Wind space warp to the hotplate.
00:42So with that selected, let's go and click on the Align Command on the right-hand
00:46side of the toolbar.
00:47Once we done that, using any of the views, you can now click on the yellow hotplate.
00:51Okay, from the dialog, we will make sure X, Y and Z are checked, and Current and
00:55Target Object are set to Center.
00:57Once you've verified that, we can go ahead and Apply or click OK.
01:00Merely for visual purposes, I will now move the Wind closer down towards the hotplate itself.
01:05Okay, for the Wind settings, we'll do this.
01:07We will leave Strength set to 0, and we will change the Turbulence to 0.15.
01:11We are just trying to mix in a little added movement for our Steam, which we can
01:15get by simply adjusting the Turbulence.
01:17We really don't want the Wind to push anything down so that's the reason we
01:20left the Strength at 0.
01:22Okay, now to get the Wind into Play, we are going to have to go back in our
01:25Particle view and add a Force operator to our Steam event.
01:28In the Depot, locate the Force, then drag it directly above the Material Dynamic
01:33in the Steam event, and remember you are going to want that line to be blue when
01:36you let go the mouse.
01:38We can now select that Force operator, then head to the upper right-hand corner.
01:41Under the Space Warps box, let's click on Add, and we can then select Wind from the list.
01:46So notice that with the PFlow, it's not a Bind to Space Warp thing.
01:50That only works for Max's non- event-driven particle systems.
01:53For the Wind settings, we will change the Strength to 0 and we will take
01:57the Turbulence 0.15.
01:59Now we are doing this just to provide a little extra movement into our Steam particles.
02:03That is what adjusting the Turbulence did.
02:05We really don't want the Wind to push anything down so that's the reason
02:08the Strength was set to 0.
02:10Okay, now to get the Wind into play, we are going to need to add Force operator
02:14towards Steam event.
02:16You see when using particle flow, there is no Bind to Space Warp command.
02:19That's only when you are using one of Max's non-event-driven particle systems.
02:24For this one, everything revolves around adding operators and tests for PFlow.
02:28That Wind is added in by way of an operator.
02:31Let's reselect the PFlow icon, then re-enter a Particle view.
02:35Okay, down on the depot, locate the Force operator.
02:38Now once you've found that, drag the Force into the Steam event, positioning it
02:41above Material Dynamic.
02:43Now remember, when the line shows up, you are going to want make sure that that's blue.
02:46Let's now minimize Particle view and scrub the timelines so we can see the
02:49effect that Force has had on our particles.
02:52So the Turbulence merely spreads the spawning particles out just a tad more.
02:56Okay, now to get the particles to actually die off, we are going through a
02:59Delete operator into the mix.
03:01This time down in our part store, the depot, locate the Delete operator and drag
03:06it directly below Material Dynamic.
03:08You can drop that in place as soon as you see the blue line.
03:11Now over on the right, in the Remove category, we will set this to By Particle Age.
03:15Then for the Life Span, or die-off time for each Steam particle, we will
03:19set that to 40 frames.
03:21So now 40 frames after creating the puff of steam.
03:23Each particle will fade away.
03:25Now that pretty much should to do it.
03:27Let's render a couple of different points in time, and see how things are looking.
03:30I will go to frame 22.
03:32Now at this point, you will see the drop clearly in view.
03:35Again a little bit on the big side, but that simply gives us a better look at
03:38what we are working with.
03:39Let's also render frame 45.
03:41Now here the water drops contact with the Deflector is taking place, thereby
03:45generating the visible steam.
03:47Let's now move to frame 90, and see how things look once rendered there.
03:50There we go, our first falling water drop, but the one that was toward the front
03:54of our hotplate has made contact, turned it in steam and then faded away.
03:58Now once this baby has been rendered out, the final product will look like this.
04:02So there is a little particle flow for you.
04:04Driven by the events that we set up, you can see just how powerful a system it truly is.
Collapse this transcript
Conclusion
Goodbye
00:00That's going to do it for creating particle effects in 3ds Max.
00:04Over the course for the last several hours, we have had chance to get a firm
00:07grip on the stuff you need to know in order to create a wide variety of visual
00:11effects in your own scenes.
00:13The space warps, the material considerations, the important controls that you
00:17can now use to create anything from smoke, to fire, to water, to explosions.
00:23That's right, you can now tackle particle effects of all shapes and sizes,
00:27working with confidence that you now have tools and techniques needed to bring
00:31up the realism and believability in your visual effects,. And when wanting more
00:35on the subject of 3ds Max, be sure to look into the entire library of titles for
00:39the software in the lynda.com Online training library.
00:43Till next time, for lynda.com, I am Steve Nelle.
Collapse this transcript


Suggested courses to watch next:


3ds Max 9 Modeling (13h 33m)
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