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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.
Our scene will need two space warps. In this video we'll add a Wind space warp outside our window to provide the effect of an outdoor breeze. The breeze that'll enter the room once the window opens will alter the speed of the smoke and create a little swirling effect. Now we'll be working with a file named Project Smoke01, which is a carryover from the last video. Let's start by first creating our wind in the scene's Front view. Taking things back to four views, I've to zoom out a bit in my front window. Once doing so, on the right-hand side, I'll get to my space warps, then drop that in my Front view directly in line with my particles.
Once I've done that, I will have to change my attention to the Top view, moving the Wind space warp outside the window geometry. This is not absolutely necessary to create the effect, but it will give me a better visual in my views. Okay! At this point, we're now going to want to choose the Bind to Space Warp command, binding the Super Spray to the Wind space warp. I'll start by first selecting the Super Spray in my Left view. Then on the left-hand side of the toolbar, choose Bind to Space Warp. Now from here, I'll simply open up my Select list using the H key shortcut, then from the dialog simply double- click on the Wind space warp.
Once that's done, I'll reselect my Wind taking my Perspective view back to full-screen. Now in playing with the Camera view, you'll notice the Wind Strength being far too strong. I'm going to go ahead and take that Strength back to zero, then click with my spinner a couple times to readjust to a better Strength. So here's how things would look using a Strength of 0.03. Now with the window opening up approximately two seconds into our clip, we're going to need to animate the timing of our Wind Strength, so it sinks up with the anticipated breeze coming into the room.
Scrubbing the Timeline, the window looks like it actually begins opening in frame 70. So we'll set the Strength of our Wind to zero until just after that time. Let's zero out our Strength value by right clicking on the spinner, then we'll turn on the auto key. Now for that you can always click the button below 260 in our current Timeline or simply use the keyboard shortcut, the letter N. Okay! Let's do this. For the first, let's say 90 frames of our animation, we're going to want our Wind Strength set to zero. To make that happen, we'll go to frame 90 and simply right click on the Strength spinner.
You can click on either one. To do that we'll move to frame 90, then with holding down the Shift key, we'll right-click on either of two Strength spinners. That'll simply lock down the strength of our Wind between frame 0 and 90 to that zero value. Now we'll go to frame 100 and we'll change the Wind Strength to 0.03. Let's now scrub the Timeline to verify the fact that no wind is blowing over the first three seconds or 90 frames of our animation. After frame 90 when the window opens, the wind kicks in. Let's play that back from the beginning and we'll see how things look.
So three seconds in, the window opens and the wind starts affecting our particle emission. Now that will do it for the preliminary settings for our Wind. Next, we'll be adding a Drag space warp, which we'll do in the next video. Let's save our file up as Project Smoke02, so we can take it with us.
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