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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.
Now that we have both the Wind and Drag space warps affecting our particles, we can now go back to our Wind controls and make a few additional adjustments to bring out a little more realism in the movement of our Smoke particles. I'll do that using a file named Project Smoke03, which is a carryover from our last video. Now, to see the effect of each space warp that's been bound to our Super Spray, let's turn off the light bulbs one at a time that are to the left of each entry in the Super Spray's Modifier stack. Again, the particles are simply shooting straight up with no resistance whatsoever until the Wind opens, then blows them to the left.
Let's turn that back on and instead turn off the Wind. This time around we'll see the particles again being dragged down but not being affected by any wind force. So you can see both space warps are indeed vital to the overall look of our effect. Okay, why don't we stop that then change a few things around on our Wind space warp? We're going to have to select that icon inside our view. Over in the Wind settings in the Modify column, let's work with the Turbulence. This setting causes the particles to be a little more random in the way they change course.
Now, you don't need much here for this to work. Let's start our playback. And typing-in, we'll change the Turbulence to 0.5. Now, you can see what that does, blowing them all over the place. Let's stop the play, return to the first frame, then change the Turbulence setting to 0.1. If we play things back, you'll see we now get more of a random movement but maybe not quite so radical as the time before. Let's try instead a Turbulence value of 0.05. We'll play things again.
Now, I think we're getting a little closer. Why don't we tweak that down to let's say 0.03? With that, I think we've one-upped the realism or believability in the effect. Now, directly below Turbulence, you've got Frequency. This is going to vary the amount of Turbulence over time. I'll again stop my play, then take the Frequency to 0.1. Playing things back, I think again we've improved the overall look of the effect. Why don't we also adjust the Scale value? This will scale the Turbulence effect. Now when using a smaller value, the Turbulence effect will appear more smooth and regular.
That's certainly something I think we want here. So we'll take the Scale from 1.0 down to 0.1 and we'll play things through one more time. So looking pretty good. Why don't we now go to around frame 100 and give it a quick render? Okay, next thing we'll do is start working with the actual look of our particles. We'll get to all that in our next video. Let's save our scene out as Project Smoke04, so we can take it with us.
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