Viewers: in countries Watching now:
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.
A spray particle system, one of the 3ds Max original particle effects, is ideal for creating simulations like water coming out of a fountain, raindrops falling from the sky, or maybe the rocket thrust that you would see spitting out the back of the spaceship during takeoff. Let's take a look at some the settings. In the Command panel we'll go under particle systems, we'll choose the Spray, and I am going to drop on the middle of my Top view. Why don't we now hide our grids so we can better see the effect? And I'll reposition and resize our emitters so we get the best view.
Let's scrub the timeline. With the Spray the particles travels in a straight downward fashion in the direction of the stick on the system's viewport icon. Let's take our front view full screen for closer inspection. Now once we there why don't we also get the particles lasting a little longer? On the right at the bottom under timing, we'll be the Start time set at zero. This represent when the particle emissions starts and we'll change the Life of our particle system to 100. This gives us the last frame the particles will be spit out. Now if you scrub the timeline, you'll be able to the effect that change has made.
The particles are now being emitted for a longer elected time. As far as the controls for how the particles appear in the viewport, we have a couple of different choices in the Particles category. By default we've been displaying in Drops. Let's see how things would look using Dots and why don't we also check out Ticks. Okay, I am going to change my back to Drops. Now just above that there are also controls for the number of particles that display in each view and during render.
Under Viewport count let's change it from 100 to 333. Let's try 1000, and we'll then take them back the original default value of 100. This is only affects which you see inside your viewport. It has nothing to do with when you actually render. That control is directly below that with Render Count. Right now our particles will be a little bit too small to render, so let's go down to the Drop Size and we'll take that to 10.
Let's render up and see how things look. Now we will take the Render Count to 333 and render again. Now if you close the render, you'll notice there is no additional particle count inside the viewport. Remember again, this is only when rendering. Let's try and Render Count of 1000 and we will take another picture of that. Okay, we will close that and we'll return the Render Count to the original 100 value.
Now when wanting to control the speed of your emission, you've got a control called Speed. Let's begin playback and then we'll change the speed of the emission to 5. You can see how things have been slowed down. Let's try a Speed value of 2, and again, things are going much slower. We will take that back to 5. Below that we have a setting that controls how the look varies in both speed and travel direction from one particle to the next. Let's change our Variation to 1 and see how that looks.
We'll try 2 and we'll take that back to 0. Render wise, this Spray particle system is pretty limited to the actual look of each particle. Before we start rendering, let's change our display to Dots. Then down below that we'll see two different options for rendering, Tetrahedron and Facing. Go ahead and render. Now at this point our tetrahedrons, which are simply long slender piece of geometry, are quite small. To get a better look at the actual tetra geometry, let's change the size of each particle to 50.
Now we can render again. So there are your Tetrahedrons, ideal for creating things like rain, water, or sparks. Now we also have a particle shape called Facing. Let's change over that. This is the render flat square shaped geometry that will remain perpendicular or flat to our screen. Facing type shape particles are designed to be used primarily when using a material to create your effect and they only work in either a camera or Perspective view, so let's switch over to using the Perspective window.
Let me shown an example of how this would work. If we open up the Material Editor, you will see that I have already created a material that's going to take on the look of smoke. Let's double-click on a sample slot so we can get a larger viewing window. We can now close that out and apply the material to our particle system. Having changed over to the render type of Facing, let's go ahead and see how things look. The Drop Size might be a little bit too big for this effect. So let's take that from 50 to 35, and we can then render again.
So that's Max's Spray particle effect. Now in the next video we're going to take a look at the Snow particle system.
There are currently no FAQs about Particle Effects in 3ds Max.
Access exercise files from a button right under the course name.
Search within course videos and transcripts, and jump right to the results.
Remove icons showing you already watched videos if you want to start over.
Make the video wide, narrow, full-screen, or pop the player out of the page into its own window.
Click on text in the transcript to jump to that spot in the video. As the video plays, the relevant spot in the transcript will be highlighted.