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Understanding particle flow

From: Particle Effects in 3ds Max

Video: Understanding particle flow

The particle flow works differently than all of 3ds Max's other particle systems. It's referred to as an event driven particle effect, meaning that certain events over the course of the system's life trigger different things to happen as to the particle systems look and behavior. Those changes could be in the particle shape, its color, whether it spends or may be whether it breaks off an even more particles. So there are all kinds of things that can be programmed into an event, and the number of events a particle flow can take on are endless, meaning a flow particle could go through dozens of different states or conditions over the course of an animation.

Understanding particle flow

The particle flow works differently than all of 3ds Max's other particle systems. It's referred to as an event driven particle effect, meaning that certain events over the course of the system's life trigger different things to happen as to the particle systems look and behavior. Those changes could be in the particle shape, its color, whether it spends or may be whether it breaks off an even more particles. So there are all kinds of things that can be programmed into an event, and the number of events a particle flow can take on are endless, meaning a flow particle could go through dozens of different states or conditions over the course of an animation.

Let me give you an example of how an event driven system might work. Maybe you have a project that calls for a change in the weather. Using a particle flow you could create a cloud formation positioned over your scene. Those clouds are originally looking wispy and white. At a later point in the animation as the weather begins to change, your skies all of a sudden turn cold and gray, signaling to your audience that there's a storm just ahead. Moments later the clouds open up, sending rain falling to the ground. Those changing weather conditions could be easily controlled within the particle flow merely by the way you create, wire together, and test your flow events.

It'll make more sense once you put a few flows together for yourself. The big thing to understand at this point is that a Pflow is driven by the events that you program into it. Each event being able to change the behavior of what flows into that event. Now does that make sense? It's pretty neat how it works. Now obviously with all those possible changes comes a much longer list of different parameters and settings that may need to be adjusted. So in as much as a particle flow is more versatile than it's non-event driven counterparts, it's definitely also more comprehensive and time-consuming in its setup.

With a particle flow, no doubt about it, you dance to the beat of a different drummer. Why don't we go ahead and move into the next video where we'll start putting things together?

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This video is part of

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Particle Effects in 3ds Max

80 video lessons · 6499 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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