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Up and Running with Particle Flow in 3ds Max
Illustration by John Hersey

Up and Running with Particle Flow in 3ds Max

with Brian Bradley

Video: Welcome

Hello and welcome to up and running with Particle Flow in 3ds Max. My name is Brian Bradley, and I am really looking forward to exploring the workings of 3ds Max's extremely powerful event driven particle system with you. In chapter one we will introduce you to the basic components of the particle flow system by taking what amounts to a high level overview of the various elements that we will make use of when working with it. We will then move on and start to take a closer look at some of the specific elements available to work with, such as the ready made flow types that includes both the preset and m particle flows.
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  1. 6m 38s
    1. Welcome
      1m 39s
    2. What you should know
      1m 20s
    3. Using the exercise files
      1m 3s
    4. 3ds Max project structure
      2m 36s
  2. 47m 3s
    1. Operators are the key
      5m 2s
    2. Making use of events
      5m 39s
    3. How tests work
      4m 20s
    4. Deconstructing a flow
      5m 51s
    5. How we use deflectors
      3m 32s
    6. Using the force
      3m 47s
    7. Source properties: Emission rollout
      5m 53s
    8. Source properties: Selection and System rollouts
      6m 47s
    9. Breakdown of the Particle View UI
      6m 12s
  3. 36m 1s
    1. Creating and deleting a Standard Flow
      5m 7s
    2. Breakdown of the Standard Flow
      7m 55s
    3. The Preset Flow: Reusing our own effects
      5m 29s
    4. The Preset Flow: Using the Allan McKay presets
      5m 49s
    5. Starting from scratch with the Empty Flow
      6m 8s
    6. Why the mParticle Flow is different
      5m 33s
  4. 45m 20s
    1. The Birth Grid operator
      4m 29s
    2. The Birth Group operator
      5m 5s
    3. The Birth Texture operator
      5m 41s
    4. The Transform operators
      6m 56s
    5. Speed operators
      5m 19s
    6. Shape operators
      6m 31s
    7. Utility operators
      4m 16s
    8. mParticle operators
      7m 3s
  5. 28m 41s
    1. Particle Age
      6m 2s
    2. Collision
      5m 38s
    3. Speed
      4m 52s
    4. Find Target
      7m 14s
    5. Lock/Bond
      4m 55s
  6. 46m 31s
    1. Creating rainfall
      6m 17s
    2. Motion through forces
      3m 54s
    3. Adding collision detection
      7m 26s
    4. Creating the table splash: Part one
      5m 0s
    5. Creating the table splash: Part two
      4m 22s
    6. Setting up the sculpt splash
      4m 45s
    7. Running across the surface
      6m 56s
    8. Finalizing the drip system
      5m 8s
    9. Final observations
      2m 43s
  7. 2m 1s
    1. What's next?
      2m 1s

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Up and Running with Particle Flow in 3ds Max
3h 32m Beginner Oct 21, 2013

Viewers: in countries Watching now:

Particle Flow is a sophisticated nonlinear, event-driven particle system that is an integral part of the VFX toolset in Autodesk 3ds Max. Join Brian Bradley as he shows you how to start creating great looking animations and simulations with Particle Flow. Review the basic components, harness the power of its ready-made flow types like Preset and mParticles, and then learn to adjust operators to change the look, logic, and behavior of particles inside your flows. Finally, see how to put it all into practice by building your own rain, splash, and drip system from the ground up.

Topics include:
  • Deconstructing a flow
  • Making use of events
  • Creating a standard flow
  • Reusing effects
  • Adjusting the Birth, Speed, Shape, and other operators
  • Making tests that create events
  • Creating rainfall
  • Setting up a Splash system
Subjects:
3D + Animation Particles Visual Effects
Software:
3ds Max
Author:
Brian Bradley

Welcome

Hello and welcome to up and running with Particle Flow in 3ds Max. My name is Brian Bradley, and I am really looking forward to exploring the workings of 3ds Max's extremely powerful event driven particle system with you. In chapter one we will introduce you to the basic components of the particle flow system by taking what amounts to a high level overview of the various elements that we will make use of when working with it. We will then move on and start to take a closer look at some of the specific elements available to work with, such as the ready made flow types that includes both the preset and m particle flows.

These ready made elements have been designed to help us get a head start whenever we have specific workflow needs. Next, we will turn our attention to operators. As these are for the most part the basic building blocks from which all of our particle effects will be created. We will spend quite a bit of time putting some fairly common operator types to work inside a number of simulation situations. We will also spend some time looking at a very specific group of operators known as tests, seeing how these ultimately provide the logic and direction that can be used to create some very complex particle motions and behaviors.

And then finally, we will put everything learned into practice by building an entire rain, splash and drip system from the ground up as it were. As we clearly have quite a way to go in this course, let's go ahead and dive straight into, Up and Running with Particle Flow in 3ds Max.

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