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Wrapping things up

From: Getting Started with Reactor in 3ds Max

Video: Wrapping things up

Having our project pretty much wrapped up as far as the needed simulation tweaks and adjustments, we can now begin to tidy things up a bit in preparing ourselves to render. I'll be working with the Rippling Water04 file that was saved at the end of our last video. Now, the only thing I'm really worried about at this point are two things: making sure that we choose the most realistic water material from the ones that we built in our most recent video, and being sure to return our scene to using the proper viewport orientation before creating our final render. Both are easy fixes.

Wrapping things up

Having our project pretty much wrapped up as far as the needed simulation tweaks and adjustments, we can now begin to tidy things up a bit in preparing ourselves to render. I'll be working with the Rippling Water04 file that was saved at the end of our last video. Now, the only thing I'm really worried about at this point are two things: making sure that we choose the most realistic water material from the ones that we built in our most recent video, and being sure to return our scene to using the proper viewport orientation before creating our final render. Both are easy fixes.

Let's begin with making our material selection. Now, we created three different looks for our water. Let's go back and render each, so we can make some decisions as to which one will work best for our pool. I'll start with the water material the top row far left, the generic Stream/River. I'll select the water object in our scene, apply the material, then render things up. Now when we last rendered this particular material, we had set its wave height quite high. Let's turn that off and try rendering again. I'm also going to move to a frame where my ball is in the water, so we can see the effect of that contact.

So that's nice, but the water might be a little bit too clear and clean. Let's instead try the glass frosted blue for comparison. Back in the Material Editor, that's the one on second row down, far left. Okay, here we're getting a nice little reflection, but the water looks maybe a little bit to milky. It doesn't look bad, but let's compare that now to the clear blue glass. Okay, now this one I like. Now, for the orientation of our scene for rendering, there is already an animated camera set up in the scene, so it's really just a matter of typing C to make the switch back to the Camera view. So there you go, a little rippling water project, start to finish.

I'll save the final file up as Rippling Water Completed, if you'd like to go in and take a look. Congratulations! Job well done!

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This video is part of

Image for Getting Started with Reactor in 3ds Max
Getting Started with Reactor in 3ds Max

39 video lessons · 4159 viewers

Steve Nelle
Author

 
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  1. 4m 57s
    1. Welcome
      1m 24s
    2. How to use this course
      1m 7s
    3. Using the exercise files
      2m 26s
  2. 56m 21s
    1. Understanding how Reactor works
      7m 33s
    2. Accessing the Reactor commands and controls
      4m 1s
    3. Working with Reactor's collection types
      7m 51s
    4. Working with Soft Body Modifier types
      5m 56s
    5. Using constraints to limit object movement
      7m 46s
    6. Assigning physical properties using the Property Editor
      7m 45s
    7. Previewing a simulation
      3m 56s
    8. Creating keyframes for a simulation
      4m 58s
    9. Controlling the accuracy of your simulations
      4m 30s
    10. Choosing a physics engine to run your simulations
      2m 5s
  3. 51m 46s
    1. Project overview
      56s
    2. Modeling the broken glass
      13m 17s
    3. Adding the simulation's physical properties
      1m 53s
    4. Animating the breaking object
      5m 4s
    5. Creating the Rigid Body Collection
      1m 32s
    6. Previewing the simulation
      5m 20s
    7. Adding a fracture helper to improve realism
      4m 38s
    8. Building the scene's materials
      5m 36s
    9. Creating the keyframed animation
      4m 41s
    10. Setting up the visibility track for the glass
      8m 49s
  4. 26m 53s
    1. Project overview
      1m 21s
    2. Setting up the scene's rigid bodies
      4m 3s
    3. Adding the soft bodies into the simulation
      9m 18s
    4. Working with the Soft Body Modifier settings
      8m 3s
    5. Making the final adjustments and creating the keyframes
      4m 8s
  5. 27m 39s
    1. Project overview
      1m 17s
    2. Setting up the Reactor cloth elements
      12m 34s
    3. Animating the rigid body curtain clips
      5m 41s
    4. Making adjustments to the curtain cloth modifiers
      6m 5s
    5. Creating keyframes in preparation for rendering
      2m 2s
  6. 20m 18s
    1. Adding the physical properties and collection
      3m 7s
    2. Creating the water helper
      3m 19s
    3. Adjusting the water parameters and creating the keys
      7m 43s
    4. Building a believable water material
      4m 15s
    5. Wrapping things up
      1m 54s
  7. 41s
    1. Goodbye
      41s

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