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Creating the fountain water material

From: Particle Effects in 3ds Max

Video: Creating the fountain water material

With our particles now created and being pulled into our water fountain by means of a Gravity space warp, let's switch our attention to making a few materials. We'll begin with the water material that we'll have at the bottom of our fountain. Using a file named Water Fountain02 that we've carried over from the last video, let's see if we can do. Now our material will be applied to an object that we currently have hidden from view. Let's first get that geometry back into play by simply right-clicking and choosing Unhide All.

Creating the fountain water material

With our particles now created and being pulled into our water fountain by means of a Gravity space warp, let's switch our attention to making a few materials. We'll begin with the water material that we'll have at the bottom of our fountain. Using a file named Water Fountain02 that we've carried over from the last video, let's see if we can do. Now our material will be applied to an object that we currently have hidden from view. Let's first get that geometry back into play by simply right-clicking and choosing Unhide All.

You'll now see the geometry being displayed in a dark blue wireframe color. Let's go and select that from one of our views. It's named Water Surface. Once we've done that, we'll go ahead and open the Material Editor. Let's go ahead and assign one of the clean gray sample spheres to our object, and then name the material Bottom Water. We're going to be aiming to give the water a dark grayish blue color. For that, we'll jump up on the Diffuse Color swatch and type in a few numbers.

Up in the top three color ramps in the right, we'll do this. We'll take our Red to 45, our Green to 55, and our Blue to 65. Once we've done that, we'll copy the Diffuse swatch over to the Ambient, then darken that slightly. You can do that by merely pulling out some of the colors value. For our Specular Color swatch, let's make sure that's pure white. We'll again simply take the sixth ramp down on the right value and rip it to the right.

As far as the actual Specular Highlight, let's do this. We'll take the Specular Level to 100 and the Glossiness to 60. Then in the Opacity setting, directly to the right of that, we'll change that to 30. That will give us a 70% transparency. Let's also open up the Extended Parameters tab and adjust the Filter color. That will give us a little extra tint to our transparency. Let's steal the color of our Diffuse Color Swatch, using it also for our Filter color. To make that grab, we'll simple right-click on the Diffuse Color swatch and choose Copy.

We'll then put our mouse on the Filter Color swatch, right-clicking, and choosing Paste. There we go. Now with those in place, let's go ahead and render. Now we are going to want there to be a little texture on our water. So let's go ahead and add a Noise map in our Bump channel. On our Noise settings, we'll take the Type of Noise to Turbulence and the Size down to 10.0. Let's also throw a little refraction into the look of the water. We'll go to our parent, then on the Refraction branch we'll go to Raytrace.

With that in place, let's render again. So heading back to the Material Editor, we'll change the Amount of Refraction down to 40. We've got a subtle difference, but a better look. With our Super Spray coming back down, and making contact with our Bottom Water, our fountain effect will turn out a little more realistic if we apply a little movement to that Bottom Water material. We'll do that by animating a couple of different settings on our Noise, the Coordinate Offset and the Phase. Let's go ahead and close our render and turn on Auto Key.

Okay, let's start with the Noise Offset. We'll jump back up on the Bump branch and get to work. You'll find the Offset settings about halfway down over in the left-hand side. We're going to be working specifically with the Z Offset. At our first frame, we're going to want to make sure that Offset in the Z direction is set to 0.0. We'll then go to the end of our animation at frame 150, changing the Z Offset to 15.0. Now once you've locked that in, you should see red brackets around each of the three Offset spinners. For the Phase value directly above the color swatches and over to the right, we'll leave it set to 0.0 until we get to the last frame of our animation.

Now at the end, at frame 150, we'll change the Phase to 1.0. Again, look for the red spinner brackets indicating a key at that frame. Scrub the Timeline back-and-forth and you'll see the change in the material taking place. We're looking pretty good. Let's turn off the Auto Key, then render our scene. We've got the bottom fountain water now taking shape. Let's also lighten the Bump effect just a tad. Back in the Material Editor, we'll take that Bump amount down to 20.

Let's see how that looks once rendered. So, that gives us a little less texture, why don't we also try the Bump Amount at 15? That's going to do it for the water in the bottom of our fountain. Let's save our file up as Fountain Water03, and we'll move to the next video where we'll then build the material for our Super Spray particles.

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This video is part of

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

80 video lessons · 6560 viewers

Steve Nelle
Author

 
Expand all | Collapse all
  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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