Creating a MassFX flow
Video: Creating a MassFX flowCreating a MassFX flow provides you with in-depth training on 3D + Animation. Taught by Adam Crespi as part of the 3ds Max 2014 New Features
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Creating a MassFX flow provides you with in-depth training on 3D + Animation. Taught by Adam Crespi as part of the 3ds Max 2014 New Features
3ds Max 2014 is here, and it comes with an impressive set of new and improved features. Join Adam Crespi in this course, as he walks you through the new functionality and utilities that make creating 3D models and animations easier and faster than ever. Learn how to create particle systems and simulations; add people to your scenes with Populate; place and align 3D objects in still images with Perspective Match; generate light from still images with the Skylight mode; and speed up rendering with the Unified Sampling mode in mental ray.
- Cycling viewports
- Creating a MassFX flow
- Adding buoyancy
- Simulating a crowd with Populate
- Creating perspective lines in Perspective Match
- Adjusting the environment mapping defaults
- Creating image-based light with Skylight
Creating a MassFX flow
3ds Max has terrific support for mass effects for dynamic simulations. New in 2014 are mass effect particles, or m particles. I'll create a simulation by pressing six for the particle view. And in the particle view, we'll see new nodes available. There's an m particles flow, and different mp forces and operators to add in. I'll pick m particles flow, and drag it into my view. This creates for me, a birth grid, which serves to keep these particles separate from each other upon birth.
I have a shape for the particles, and also an mP shape that defines how they collide, what the collision size and shape is. I can spin them, and they're part of a mass effects particle world. I'll close this, and see how the default looks when I play it What I get is my particle flow, and there is an MP particle world which defines my gravity and ground plain collision. These are my particles and they're ready to, well, probably just fall because they're driven by gravity.
I'll bake the simulation and see how this looks by choosing animation, mass effects, simulation, and bake all objects. The particles fall down and hit the ground and bounce. I can also apply forces to them, such as explosions and so forth, and make them bounce out. These will work in conjunction with our other standard mass effects particles and our terrific way to add some realism into a simulation.
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