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In Particle Effects in 3ds Max, 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.
With our geometry and scene camera in place, we'll now add a background image. I'm using a file named Ocean Water, which has been carried over from our last video. Because of the need to possibly have to reposition our background image once it's been loaded in, we're going to want to be able to see our sky image in both the render and in our Camera view. We'll set things up for the render first. For that, we'll need to get into the Environment dialog controls. Now you can do that either using the Rendering pull-down menu, from there choosing Environment, or simply on your keyboard type the number 8.
Up at the top in the Background category, click on the None button directly below Environment map. The map we're looking for is in the Chapter 7 folder in the Exercise Files. Go ahead and navigate over to there. From that location, you'll want to choose Background Sky. That should have now loaded it into our render. Let's take a picture and see if that's indeed the case. We still have our viewport to contend with. For that, we'll first want to close the render window. There are a couple of different techniques that we could now use to load our sky background into our view.
We could always go to the Views pull-down menu, choose Viewport Background, then off to the right Viewport Background again. As an alternative method, you can activate the viewport you want the image to be in, then click on Smooth and Highlights in the upper left-hand corner of that window. Here again down at the bottom we have a Viewport Background menu. We'll go there and we can choose Viewport Background again. Now, a third method to open the dialog, you can see a keyboard shortcut command over on the right-hand side. That being Alt+B. Either way you want to go, let's go ahead and open up the controls.
Now, in the new window, there is a couple of different things we're going to want to activate. Up at the top under Background Source, turn on Use Environment Background, then staying on the right-hand side about three-quarters the way down, activate also Display Background. Now, once you've done that, you can go ahead and click the OK button down in the lower-right corner. This now gives us the very same display in our viewport as we had in our render. Now if we needed to adjust the position of our new background, we could do that by instancing a copy back to the Material Editor and tweaking a few of the numbers as needed. Let's do that.
We'll start by pushing the Environment and Effects dialog over to the right-hand side of our view. Then typing M will open up the Material Editor, positioning on the left-hand side of our screen. Now it's simply a matter of dragging our Environment map background sky over to one of the empty slots in the Material Editor. When you get it there, you'll leave it set on Instance. To now control the position of our image, we can now use the Offset controls on the left-hand side.
The U setting would move the map left to right. We're going to be running into the seam of the map, so we'll take that value back to 0. If we instead control the Offset V, that will take the map up and down. My idea is to raise the clouds a little bit higher up in the sky. Let's simply click on the Offset V spinner few times to see if we can't do that. Now with the position of my cylinder, I'm going to take my V offset to 0.18.
When I've got that locked in, I'll go ahead and render my camera view again. So that will give me a little more accurate positioning of my sky in relation to the ocean water. So that gives us our background. Now in the next video we'll see what we can do about beginning to move the water. I'll save the scene out as Ocean Water 01 so we can take it along with us.
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