Creating a gloopy fluid: Part 2


show more Creating a gloopy fluid: Part 2 provides you with in-depth training on 3D + Animation. Taught by Brian Bradley as part of the Creating Simulations in MassFX and 3ds Max show less
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Creating a gloopy fluid: Part 2

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 d...

Creating a gloopy fluid: Part 2
Video duration: 4m 41s 3h 53m Intermediate

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Creating a gloopy fluid: Part 2 provides you with in-depth training on 3D + Animation. Taught by Brian Bradley as part of the Creating Simulations in MassFX and 3ds Max

Subject:
3D + Animation
Software:
3ds Max
Author:
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