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Creating a Super Spray particle system for the smoke

From: Particle Effects in 3ds Max

Video: Creating a Super Spray particle system for the smoke

Creating smoke as a special effect comes up quite often. In this project, we'll create, then animate the smoke that you might see coming from a lit cigarette. We'll also be adding a little wind to the effect as if coming from an open room window. We'll get things started using a file named Project Smoke. All of the geometry and scene animation is in place. So we'll have an opportunity to concentrate on creating the particle effect that needs space warps to make things come together. If we scrub our Timeline, we'll see that our window is being animated to open over approximately three-second time frame.

Creating a Super Spray particle system for the smoke

Creating smoke as a special effect comes up quite often. In this project, we'll create, then animate the smoke that you might see coming from a lit cigarette. We'll also be adding a little wind to the effect as if coming from an open room window. We'll get things started using a file named Project Smoke. All of the geometry and scene animation is in place. So we'll have an opportunity to concentrate on creating the particle effect that needs space warps to make things come together. If we scrub our Timeline, we'll see that our window is being animated to open over approximately three-second time frame.

That will give us the opportunity to make our smoke dance around a bit because of the incoming breeze. Now our smoke will be created using a Super Spray particle system. Let's drop one in, using the Top view and placing it directly in line with the end of our cigarette. To return to a four-view configuration, I'll simply use the keyboard shortcut Alt+W. We'll activate the Top view, then on the right hand side, go to our Particle Systems. Then on the left-hand side, furthest down, we'll click on Super Spray. Okay, I'll now zoom into the cigarette and I'll drop my Super Spray in place.

Now our particles will be emitted from the center of the crosshairs on the Super Spray icon. So we'll need to check all three orthographic views for the position of our Super Spray. We're going to want a position that directly right on top of the tip of our pink cigarette. Now once we've done that, we can take the Perspective view back to being full screen. Now, for the best possible view of our particles in Wireframe mode, let's change the color of our Super Spray icon to a bright white. We should also change the Particle Display inside our windows on the Super Spray from Ticks to Dots. I'll go to the Modify column, then under Viewport Display, we'll change to Dots.

That will simply give us a better looking preview for our particles. Now if you scrub the Timeline, you'll notice only a certain percentage of our particles are being viewed inside our display. On the right, you'll notice the current Percentage of Particles being only 10%. Let's change that to 50. Now we can go ahead and scrub our Timeline. In doing so, you'll notice the Super Spray is set to currently only emit over the first 30 frames of our animation. We're going to need to adjust that too. Under the Particle Generation tab, let's change the Emit Stop time to 300. That will sync up to the length of our animation.

Let's also change Display to 300 and we'll take the Life to 180. We can now go ahead and play things back. Okay. To give a little spread to our particles, let's go further up to the top of the settings and change the Off Axis Spread to 2. Then to slow things down a bit, we'll take our Speed to 1.5. Now as far as the total number of particles, let's use a Use Rate of 30. That will give us 30 particles being generated at each frame of our animation. That will do it for the initial settings on our Super Spray.

In the next video, we'll set our Wind space warp. Let's save our scene out as Project Smoke01 so we can carry the file forward.

Show transcript

This video is part of

Image for Particle Effects in 3ds Max
Particle Effects in 3ds Max

80 video lessons · 6393 viewers

Steve Nelle
Author

 
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  1. 3m 28s
    1. Welcome
      1m 1s
    2. How to use this course
      1m 4s
    3. Using the exercise files
      1m 23s
  2. 34m 56s
    1. Understanding particle systems
      2m 23s
    2. Comparing event-driven and non-event-driven systems
      2m 58s
    3. Controlling particle timing and quantity
      4m 42s
    4. Adjusting particle size and speed
      2m 55s
    5. Making particles rotate
      2m 36s
    6. Exploring standard particle types
      2m 45s
    7. Using metaparticles for fluid-type effects
      5m 57s
    8. Using a scene object as a particle
      6m 23s
    9. Understanding rendering and viewport redrawing
      4m 17s
  3. 43m 55s
    1. Spray
      6m 4s
    2. Snow
      5m 16s
    3. Blizzard
      3m 25s
    4. PArray
      12m 43s
    5. PCloud
      7m 30s
    6. Super Spray
      8m 57s
  4. 28m 32s
    1. Understanding particle flow
      1m 58s
    2. Navigating the Particle view
      5m 47s
    3. Working with operators
      3m 43s
    4. Adding a test to an event
      4m 11s
    5. Wiring events to change a particle's behavior
      6m 13s
    6. Adjusting particle flow settings
      6m 40s
  5. 40m 34s
    1. Understanding material
      4m 50s
    2. Setting map options and particle edge blending
      5m 53s
    3. Changing particle appearance with age maps
      10m 52s
    4. Blurring moving particles with the MBlur map
      6m 13s
    5. Blurring particles
      8m 16s
    6. Outputting a render for compositing
      4m 30s
  6. 58m 59s
    1. Understanding space warps
      2m 59s
    2. Using Bind to Space Warp
      5m 43s
    3. Adding Gravity to an effect
      4m 47s
    4. Adding Wind to an effect
      4m 24s
    5. Rotating particles with Motor space warp
      4m 43s
    6. Creating swirling effects with Vortex space warp
      3m 45s
    7. Blowing things up with Bomb space warp
      4m 15s
    8. Blowing things up with PBomb space warp
      4m 42s
    9. Making particles follow a path
      4m 3s
    10. Creating wave effects
      4m 0s
    11. Creating ripples
      3m 53s
    12. Deflecting particles off surfaces
      8m 4s
    13. Spawning particles
      3m 41s
  7. 15m 38s
    1. Creating a Super Spray particle system for the smoke
      2m 52s
    2. Adding wind
      3m 9s
    3. Dampening the particle movement
      3m 25s
    4. Adjusting the wind settings for realistic smoke movement
      2m 56s
    5. Creating more realistic-looking smoke
      3m 16s
  8. 22m 7s
    1. Creating the geometry and camera
      4m 39s
    2. Adding the background
      3m 52s
    3. Creating water movement
      6m 7s
    4. Creating the animated material for the water
      7m 29s
  9. 25m 38s
    1. Creating Super Spray water particles
      9m 26s
    2. Adding gravity
      2m 24s
    3. Creating the fountain water material
      5m 30s
    4. Constructing the particle water material
      3m 1s
    5. Making final adjustments
      5m 17s
  10. 24m 43s
    1. Creating the geometry
      3m 41s
    2. Adding the mudslide particle system
      5m 46s
    3. Binding a Gravity space warp to the particles
      2m 41s
    4. Adding the Deflector space warp
      4m 7s
    5. Creating the materials for the scene
      3m 3s
    6. Making final adjustments
      5m 25s
  11. 21m 52s
    1. Scoping out the project
      59s
    2. Creating the explosive devices
      3m 11s
    3. Adjusting the explosion settings
      4m 3s
    4. Setting up the shack's visibility track
      3m 22s
    5. Creating the fire effect
      3m 27s
    6. Adding a bright explosion glow and wrapping things up
      6m 50s
  12. 32m 4s
    1. Scoping out the project
      1m 6s
    2. Creating and positioning the particle flow system
      2m 9s
    3. Reviewing the PFlow events
      2m 26s
    4. Building the water drop geometry
      2m 37s
    5. Creating the water drop material
      4m 6s
    6. Adjusting the PFlow settings
      4m 38s
    7. Adding the Collision Spawn Test and deflector
      4m 18s
    8. Turning the drops into steam
      2m 46s
    9. Creating the steam material
      3m 49s
    10. Making the final adjustments
      4m 9s
  13. 47s
    1. Goodbye
      47s

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