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Colliding particles with a POmniFlector

From: 3ds Max 2011 Essential Training

Video: Colliding particles with a POmniFlector

We've got gravity in our scene now. So, particles are actually falling, but they're falling through the floor. What I want to have happen is I want them to kind of hit the floor and maybe stick or maybe spread out a little bit. So, to accomplish this, I want to add another Space Warp to my scene, which is of the type Deflector. So I'll go to my Create panel. Under Space Warps, you will see one of the categories is Deflectors. There are all these kind of obscurely named deflectors. There is a little bit of rhyme and reason here.

Colliding particles with a POmniFlector

We've got gravity in our scene now. So, particles are actually falling, but they're falling through the floor. What I want to have happen is I want them to kind of hit the floor and maybe stick or maybe spread out a little bit. So, to accomplish this, I want to add another Space Warp to my scene, which is of the type Deflector. So I'll go to my Create panel. Under Space Warps, you will see one of the categories is Deflectors. There are all these kind of obscurely named deflectors. There is a little bit of rhyme and reason here.

These ones that just say Deflector, these are the really old school ones. The ones that say DynaFlect are deflectors that'll actually be pushed around by particles. These Omni ones are the ones that won't be pushed around by particles. They'll just stay static. So what I want here is this POmniFlect, because it's a planar Omni deflector. So I just dolly back a little bit with Ctrl+Alt+Middle mouse. I want to make a POmniFlect Space Warp that's a little bit larger than the floor of my room.

So, POmniFlect, drag that out. There it is. I want to bind my PArray to this POmniFlect. So I'll right-click to exit Creation. Go over to my Bind to Space Warp, and drag from the PArray to the POmniFlect and release. So I've just bounded. By the way, if you want to see the bindings, you can select your particle system and go under the Modify panel.

You'll see the bindings here. They appear just as if they were modifiers. You can remove them in the usual way that you would remove modifiers. You could turn them on and off and so on. Okay, so let's rewind and play this back and see what we get. So, we are getting some amount of bounce off of the floor, but you'll notice a couple of things. First of all, at Frame 0, the particles are falling through the floor. After a certain time, they start falling through the floor again. This is because the deflector has a limited range of time in which it's active.

So, by default, when you first create the deflector, it's only active from frame 0 to frame 100. Outside of that range of time, it's inactive. So, I want to select my Deflector and go to Modify panel and change the Time Parameters. So I can say let's have it start -100 frames, so before Frame 0, and we'll have it keep going until let's say Frame 300, which is 10 seconds, which is more than I need. So now with these settings, the deflector should be active during the entire period.

You'll notice that a few of the particles are falling through the floor here. The reason that's happening actually is that the deflector is at a Z value of 0, or it's at an elevation of 0. Some of the particles are being born below the deflector. So, I want to hit Alt+W and go to my Left view and select that deflector, grab my Move tool. If I zoom in here, you'll see the particles are actually being born slightly below the deflector to begin with.

So I just want to move that deflector down a little bit. You'll see it's dynamic. As I move this, the particles are updating, which is pretty amazing actually that 3ds Max has that ability to perform that well. So, I just want to move it down a little bit an inch or so. Go back to my Perspective view. Rewind and play back and see what I've got. A few of them are still falling through so I'll move it down just a bit more. Going back to my Perspective view. Cool! So, my Deflector is operating correctly during the period of the entire animation.

Now I can play around with the deflector parameters, like how much bounciness and friction and so on. So, you'll see here in this Reflection section, we have a Bounce parameter. It's currently set to 1.0. That's way too much. So I'm going to bring this down to let's say 0.3 or so, rewind and play that back. So, now the particles are still bouncing, but they're just bouncing a little bit. They're mostly sliding all over the place. So, I can adjust the Friction, so that's down here.

So, Friction is a percentage. So if I set it to 100%, then those particles are not really going to slide around. They'll just kind of land in one place and then stick. Make this bigger with Alt+W, so you can see. They're bouncing a little bit in place, but they're not sliding around. Maybe I want a little bit of sliding, so I'll give it a Friction of let's say 80%.

I almost have the motion that I want. One last thing that I want to adjust here is in the particle system itself. There is a parameter that has to do with the inheritance of motion. So, by default, the particles are going to inherit the velocity of their emitter. In this case, the emitter is the cylinder itself. So I want to go in there to my PArray and go into its Modify panel. Select the PArray. I'm scrolling down.

I'm looking for, here it is, Object Motion Inheritance. So this is the conservation of momentum. Currently it's set to 100%. So, when the robot arm swings around, those particles kind of shoot out quite a lot. If I don't want that to happen, I can bring this Influence down to 0. Rewind and play that back. Cool! That's pretty much the look that I was trying to achieve with the motion of these particles.

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This video is part of

Image for 3ds Max 2011 Essential Training
3ds Max 2011 Essential Training

150 video lessons · 14954 viewers

Aaron F. Ross
Author

 
Expand all | Collapse all
  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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