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Adjusting particle parameters

From: 3ds Max 2011 Essential Training

Video: Adjusting particle parameters

I've got the PArray and it's working fine. If we play this through, you'll see we're getting a few particle shooting out. But now I want to play around with these particle parameters to get the look that I want. The first thing I'll do is go into the Basic Parameters and scroll down and I have got a Percentage of Particles field here. I'm going to increase that to 100%, because it's currently only showing me 10% of my total particles, and that's just so they will have better performance in the view. Playing that through. So now I am seeing the full complement of particles, 100% of them.

Adjusting particle parameters

I've got the PArray and it's working fine. If we play this through, you'll see we're getting a few particle shooting out. But now I want to play around with these particle parameters to get the look that I want. The first thing I'll do is go into the Basic Parameters and scroll down and I have got a Percentage of Particles field here. I'm going to increase that to 100%, because it's currently only showing me 10% of my total particles, and that's just so they will have better performance in the view. Playing that through. So now I am seeing the full complement of particles, 100% of them.

Then I'll go up to my Particle Generation rollout, and we'll spend a fair amount of time in here tweaking this and getting the result that we want. First of all is the Rate. This is the number of particles that are born on each frame. So currently we're getting 10 particles born each frame. I can increase this to some higher value, let's say 50, and rewind and playback. Now, I have got 50 particles born in each frame. That's a little bit much so I'll bring it back down to maybe like 20.

Then we've got the Speed. Currently, it's moving at 10 inches per second. So they are moving pretty quickly. I want this to move a lot more slowly. So I'll set the speed to let's say 1 inch, play that back. That's a little bit more the result I was hoping for. I've also got a Variation parameter here so that they won't all move at the same speed. They'll randomly move at different speeds if I have a non-zero variation. So I'll set this to maybe like 70% or something like that.

So they are not all moving exactly the same. There is also a Divergence parameter here, which is a degree angle. What that's doing is it's causing them to shoot out at different angles. If the value of the Divergence was at 0, the particles would shoot out exactly along the normal of the surface. In other words, exactly perpendicular to the surface. So I'm going to increase that Divergence also to something like, I don't know, 60 degrees. Rewind, play that back.

So now they're moving a little bit more interestingly, a little bit more randomly and chaotically. Then I've got my Particle Timing here and you'll note that on frame 0 here the particles haven't really started emitting. I mean they just barely started emitting on frame 0. But in my shot what I want to see is on Frame 0, the particles have already sort of filled up the space a little bit. So I can set the Emit Start here to be before Frame 0. So in fact, in 3ds Max you can have negative numbers in your Timeline.

So what I'll do here is I'll set my Emit Start to a value of negative 3 seconds, press Enter. Now, on Frame 0, our particles are already shot out. Cool! Then we've got the Emit Stop. Well, I want these particles to emit throughout the duration of my animation, and I've got 8 seconds of animation. So I'll set the Emit Stop to 8 seconds and press Enter and I'll rewind and play back, and you'll notice that they stopped emitting.

So what's going on here is that Emit Stop is set to 8 seconds. But there's also this secondary parameter here which is Display Until and that's only set to 3 seconds 10 frames. So that means that all the particles are going to disappear at that time. So I need to set my Display Until value to 8 seconds and 0 frames as well. Now, you'll see down at the end here we are getting some particles. Rewind and play this back.

Don't panic by this. This is a bit of an illusion. It looks like those particles disappeared there for a second, but it was just a display glitch in my viewport here. So if I look at this in Wireframe with F3 and rewind, those particles are actually emitting throughout the entire animation. That looks pretty cool. You can see how they are sort of shooting out. They are actually obeying the conservation of momentum, so they have an inertia. So they're actually inheriting the movement of the moving object. Pretty neat! Okay. Then we've got the Lifespan of the particles.

This is currently set to 1 second. So if I want more particles to fill up the scene, I can increase the Lifespan, so they'll live longer. So I'll set this to maybe 2 seconds. There is also a Variation in the Lifespan. That's a plus or minus factor. So if I set the Variation to 1 second, then any individual particle potentially has a lifespan from 2 plus or minus 1, so a range from 1 to 3 seconds. Rewind, play that back.

So now we have got a lot more random motion. Since we've got so many of these now, I might want to bring my Rate back down to let's say 10 particles per frame. Good! So those are some basic particle parameters that I can play around with.

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3ds Max 2011 Essential Training

150 video lessons · 14844 viewers

Aaron F. Ross
Author

 
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  1. 3m 19s
    1. Welcome
      57s
    2. Prerequisites
      1m 18s
    3. Using the exercise files
      1m 4s
  2. 7m 33s
    1. Using the Custom UI and Defaults Switcher
      1m 35s
    2. Setting local file paths to relative
      1m 27s
    3. Using project folders
      4m 31s
  3. 36m 35s
    1. Getting familiar with the interface
      4m 5s
    2. Touring the command panels
      1m 44s
    3. Creating primitives
      3m 5s
    4. Navigating the viewports
      3m 57s
    5. Using hotkeys
      3m 18s
    6. Choosing shading modes
      3m 6s
    7. Configuring the viewports
      3m 29s
    8. Transforming objects
      4m 32s
    9. Using the toolbars
      3m 33s
    10. Using the Modify panel
      5m 46s
  4. 36m 11s
    1. Surveying different modeling methods
      5m 18s
    2. Setting units
      5m 8s
    3. Setting home grid dimensions
      3m 37s
    4. Understanding the Level of Detail utility
      3m 34s
    5. Working with the Modifier Stack
      3m 51s
    6. Understanding dependencies
      5m 9s
    7. Collapsing the Modifier Stack
      4m 53s
    8. Working with sub-objects
      4m 41s
  5. 18m 32s
    1. Creating shapes
      5m 17s
    2. Creating lines
      2m 56s
    3. Converting a shape to an editable spline
      2m 20s
    4. Transforming editable spline sub-objects
      4m 20s
    5. Using different types of vertices
      3m 39s
  6. 35m 30s
    1. Lofting a vase
      3m 59s
    2. Setting loft parameters
      3m 49s
    3. Editing the path and shapes
      5m 18s
    4. Manipulating loft sub-objects
      3m 55s
    5. Adding a scale deformation
      5m 47s
    6. Adding a shell modifier
      3m 50s
    7. Smoothing polygon edges
      8m 52s
  7. 26m 20s
    1. Setting up the project and scene layout
      2m 34s
    2. Creating a backdrop profile line
      1m 19s
    3. Using Editable Spline Fillet
      1m 24s
    4. Extruding shapes
      2m 36s
    5. Creating text
      1m 21s
    6. Applying a bevel modifier
      3m 57s
    7. Choosing bevel parameters
      2m 33s
    8. Using Display All Triangle Edges
      1m 56s
    9. Adjusting spline interpolation
      2m 22s
    10. Deforming beveled objects
      1m 17s
    11. Exporting paths from Adobe Illustrator
      2m 39s
    12. Importing Illustrator paths to 3ds Max
      2m 22s
  8. 55m 55s
    1. Setting up the scene
      2m 8s
    2. Creating chamfer boxes
      4m 44s
    3. Smoothing edges
      1m 16s
    4. Using the Array tool
      5m 31s
    5. Grouping objects
      10m 18s
    6. Modeling lines
      11m 17s
    7. Using the Sweep Modifier
      3m 0s
    8. Soft-selecting sub-objects with Volume Select
      5m 40s
    9. Removing polygons with Delete Mesh
      2m 37s
    10. Clearing a sub-object selection with Mesh Select
      3m 37s
    11. Adding randomness with the Noise Modifier
      5m 47s
  9. 33m 2s
    1. Understanding subdivision surfaces
      2m 46s
    2. Creating a box and converting to editable poly format
      3m 54s
    3. Using the Symmetry Modifier
      1m 44s
    4. Working with TurboSmooth
      3m 3s
    5. Extruding polygons
      1m 54s
    6. Editing edge loops
      8m 15s
    7. Shaping the model
      4m 57s
    8. Baking subdivisions
      3m 45s
    9. Optimizing polygon Level of Detail
      2m 44s
  10. 38m 45s
    1. Understanding the graphite tools within Editable Poly
      2m 40s
    2. Using the Graphite Ribbon interface
      3m 26s
    3. Using traditional editable poly tools within Graphite
      11m 30s
    4. Adjusting detail with Remove and Cut
      4m 44s
    5. Using SwitfLoop
      2m 46s
    6. Constraining sub-object transforms
      2m 23s
    7. Attaching polygon meshes to a single object
      5m 33s
    8. Bridging parts of a mesh
      5m 43s
  11. 25m 24s
    1. Understanding NURBS
      2m 35s
    2. Creating NURBS curves
      7m 27s
    3. Creating a U-loft surface
      5m 52s
    4. Editing curves and surfaces
      3m 9s
    5. Setting surface approximation
      6m 21s
  12. 1h 0m
    1. Using the Material Editor
      7m 8s
    2. Choosing a material type
      3m 3s
    3. Choosing a shader type
      2m 12s
    4. Adjusting specular parameters
      3m 6s
    5. Setting opacity
      3m 5s
    6. Understanding procedural Maps and bitmaps
      4m 11s
    7. Using bitmaps
      5m 21s
    8. Navigating shader trees
      2m 27s
    9. Tracking scene assets
      4m 40s
    10. Creating simple UVW mapping
      7m 52s
    11. Adding reflections with a Raytrace map
      4m 32s
    12. Creating an environment
      5m 27s
    13. Mapping a bump channel
      7m 13s
  13. 27m 4s
    1. Creating cameras
      4m 1s
    2. Understanding target and free cameras
      4m 39s
    3. Using Camera Pan, Truck, and Dolly
      4m 8s
    4. Adjusting the field of view
      4m 59s
    5. Understanding aspect ratio
      2m 6s
    6. Showing safe frames
      3m 12s
    7. Choosing render output size
      3m 59s
  14. 43m 36s
    1. Understanding CG lighting
      5m 56s
    2. Understanding standard and photometric lights
      1m 48s
    3. Creating a target spotlight
      2m 3s
    4. Enabling viewport hardware shading
      2m 10s
    5. Previewing renderings with ActiveShade
      3m 6s
    6. Adjusting intensity and color
      2m 27s
    7. Controlling contrast and highlights
      2m 52s
    8. Setting spotlight hotspot and falloff radius
      4m 59s
    9. Choosing a shadow type
      3m 56s
    10. Optimizing shadow maps
      5m 46s
    11. Using area shadows
      3m 57s
    12. Creating omni lights
      4m 36s
  15. 43m 33s
    1. Understanding keyframes
      1m 41s
    2. Setting time configuration
      3m 48s
    3. Choosing set key filters
      1m 27s
    4. Using Set Key mode
      2m 39s
    5. Editing keyframes in the Timeline
      2m 43s
    6. Using Auto Key mode
      5m 44s
    7. Creating animation in passes
      2m 40s
    8. Animating modifier parameters
      3m 53s
    9. Working in the dope sheet
      7m 47s
    10. Editing function curves
      5m 28s
    11. Looping animation
      5m 43s
  16. 43m 54s
    1. Understanding hierarchies
      3m 16s
    2. Understanding reference coordinate systems
      5m 51s
    3. Editing pivot points
      4m 40s
    4. Linking objects
      3m 20s
    5. Using the Schematic view
      1m 59s
    6. Preventing problems with scale
      7m 50s
    7. Animating a hierarchy
      10m 11s
    8. Fine-tuning the animation
      6m 47s
  17. 20m 53s
    1. Understanding controllers
      3m 55s
    2. Applying path constraints
      4m 55s
    3. Assigning a link constraint
      2m 27s
    4. Using the Motion panel
      2m 48s
    5. Animating constrained objects
      6m 48s
  18. 28m 29s
    1. Understanding particle systems
      2m 24s
    2. Emitting particles from an object with PArray
      2m 18s
    3. Adjusting particle parameters
      5m 33s
    4. Binding particles to a gravitational force
      2m 51s
    5. Colliding particles with a POmniFlector
      6m 4s
    6. Creating a particle material
      3m 23s
    7. Mapping opacity with a gradient
      2m 1s
    8. Assigning a material ID G-Buffer channel
      46s
    9. Creating a lens effect glow
      3m 9s
  19. 18m 50s
    1. Understanding image sequences
      5m 40s
    2. Setting render options
      7m 53s
    3. Compressing an image sequence to a movie
      5m 17s
  20. 27s
    1. Goodbye
      27s

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