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Spray

From: Particle Effects in 3ds Max

Video: Spray

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.

Spray

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.

Show transcript

This video is part of

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

80 video lessons · 6367 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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