Join Brian Bradley for an in-depth discussion in this video Creating and deleting a Standard Flow, part of Learning Particle Flow in 3ds Max 2013.
In this chapter, we're going to be taking a look at some of the preset flow types that are available in particle flow, as each one of them can prove to be extremely useful as a quick start solution when working on certain projects. In this particular video, we will start to look at what is probably the most widely used of these preset flows, which would be the standard flow. This is more than likely the option that we would want to choose whenever it is that we need a quick start solution that has all of the operators required for basic particle emission set up and ready to go.
To first of all create and then of course examine a standard flow, we will need to hit the six key so as to bring up the particle view window. Once we've done that, if we take a look down in the depot or depot section, you can see that we have a number of preset flow types available, all of which have been very usefully grouped together right at the head of our depot listing. This is a nice little workflow helper that makes it quick and easy for us to locate and use whichever flow or flows can get us up and running with our current effect.
Creating the standard flow itself is as simple as clicking on its name in the depot, and then dragging it out into the workspace of event display area to give it it's official title. All that does in our scene, is create a particle flow source icon located exactly at the world origin which is zero, zero, zero in terms of the x, y and zed or z coordinates. Now if you don't see the helper show up in the viewport, you may just need to refresh things a little, by either hitting the apostrophe key or just middle mouse clicking in the view.
Now a couple of work flow tips well worth knowing about here would be, firstly if I decide that I don't actually want to keep this particle flow source in the scene any longer, selecting the helper object and then hitting the delete key will only get rid of the icon itself. And what you see in particle view is that this turns our source event into just a regular event, having it renamed to event zero zero two. What it doesn't do, as you can clearly see, is actually clear out or clean up the particle view work space for us.
If we wanted these nodes deleted also, we would have to do that manually. In fact, let's just go ahead and do that here. A much more efficient approach to deleting a particle flow source from the scene, if I just drag another standard for, for myself here would be to select the particle flow source event in particle view and then hit the delete key. This not only clears our particle view but it also get rid of the particle flow source icon from the scene as well. Now obviously, this is a much more efficient way to work.
Something else to be aware of when creating a standard flow by dragging from the depot, is the fact that our particle flow source icons orientation in the scene will be affected by our choice of which view-pod is currently set as active. So with my perspective view set as active as it is, if I drag a flow into the workspace now, you can see, our particle flow source icon is created on the home grid with its directional arrow pointing down. Meaning the particles will travel in a negative zed, or Z, direction.
However, if I just delete that flow from particle view, and then make my left view active by middle mouse clicking in it, you can see that now when we drag out a standard flow, the particle flow source icon is created on the home grid for this view and is now oriented along the x axis. Meaning the particles will be traveling in a positive x direction. Now the same behavior would hold true for using other views also. With the front view active, we would align to the Y axes with particles traveling in positive Y direction.
And if we use the top view, well actually in that instance, we would get behavior identical to that scene a moment or two ago, when we used the perspective view as the active one. Now one thing we have already noted in chapter one of this course, was the fact that we can create a particle flow source icon in the scene in the same manner, as used to create to many objects in 3dsMax. That is, we can simply select the tool option and then left mouse click and drag in the view port. In, fact, let's just clear out particle view and minimize it here, and do just that.
So, from the geometry section of the create tab, let's access our drop down list and select particle systems from the options. Then, with the particle flow source button selected, let's left click and drag in the view-port to create our source. And then just right click to exit create mode. Now what we didn't highlight in our chapter one video, was the fact that whenever we create a particle flow source icon in this manner, we are in fact creating a standard flow at the same time. And if we just bring back particle view, we can see that that is indeed the case.
Well, now that we know how to create, orient and even cleanly delete a standard flow from the scene, let's move on and look at a breakdown of just what the standard flow itself consists of in terms of the operators being used as well as the functions that they are there to perform.
- 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