Join Brian Bradley for an in-depth discussion in this video Creating a gloopy fluid: Part 2, part of MassFX and 3ds Max: Creating Simulations (2013).
With our mParticle system in place, omitting and colliding nicely with our scene…geometry, we can focus now on creating the gloopy fluid effect that really is…the point and purpose of our simulation.…To make a gloopy substance, we will of course need to glue our…particles together.…This step, as you could probably guess, will be a big contributing factor to the…overall look of our final effect.…Let's grab a MassFX glue operator and drag it into our flow, setting it in…between our MassFX Collision and World operators.…
We can then select it and in the Parameters area, set its Binding Type to…Distance and the Timing to Continuous.…So we have set Continuous in this instance so that as particles move and…collide in the simulation they are able to break existing bonds, but then…re-grouped to the same or other particles in the simulation.…This functionality will add quite a bit to the stodgy look and slow gloopy…motion that we want from our particles.…We will want to set a fairly small bind distance for our glue here; 200…
- Setting up your 3ds Max project
- Understanding volume, mass, and density
- Learning the difference between concave and convex meshes
- Discovering Ground Collision and Gravity
- Baking out a simulation for rendering
- Adding an animation override
- Adding Rigid constraints and creating breakability
- Creating springy targets with the Hinge constraint
- Spinning targets with Twist
- Working with mCloth
- Putting a rip in mCloth
- Adding forces to a simulation
- Using fracture geometry in mParticles
Skill Level Intermediate
1. Dynamics Simulation 101: Understanding the Basics
2. The MassFX Approach
3. Working with Rigid Bodies
4. Making Use of Constraints
5. Working with mCloth
6. Using Forces with MassFX
Using forces with mCloth3m 47s
7. A Brief Introduction to mParticles
What's next?1m 5s
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