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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.
Max's Blizzard effect represents an advanced version of the software's original Snow particle system. So it can be used for the same various applications of the snow, falling debris, or maybe a moving cloud formation for an example, but it offers a few extra bells and whistles for rotation effects when the particles collide with something else in a scene. Let's drop a Blizzard in our Top view. And we'll move the icon around in the windows for a better look. Now if you scrub the Timeline, you'll notice like with all other Max particle systems, the particles originally travel in the direction of the icon's stick.
Over on the right in the modify column you'll notice how things are now broken down by category. Under Particle Generation, you'll find the typical controls for a number of particles, Speed, Timing, and Size. Below that in the Particle Type category, you'll see that you now have options for choosing between standard shape particles like Spheres or Facing, in addition to options like MetaParticles and instance geometry, both of which we will be addressing in detail a little bit later on in the title.
Further down in the settings, you'll also notice advanced controls as mentioned earlier for Rotation and Collision. I'll get to those by right- clicking inside the Modify column. When the menu opens, I'll choose Rotation and Collision. Under Spin Speed Controls you'll find your Spin Time. This allows you to control how long it takes for each particle to do one complete rotation. That setting would be in the number of frames. The Axis values offer you the ability to adjust the actual direction that each particle rotates.
And with Interparticle Collisions, you have the ability to dictate how and what a particle would do if it collides with another. There is also a Particle Spawning Effects which will be demonstrating and have a chance to play around with an upcoming video. If you're looking for a little jumpstart in creating certain types of effects, you also have a handful of preconfigured preset selections. In the options you can choose things ranging from blizzards, to rain effects, to something a little slower like mist.
There is even the opportunity to build your own effects, being able to save them for later use. Blizzard particle systems also come in handy for creating flocking type effects, like maybe a swarm of bees or an army of soldiers. So there is all kinds of different things that you can do by simply snooping around on the controls. So that's the Blizzard. Next up we're going to take a look at a particle system called PArray. We'll get to that in the next video.
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