Join Brian Bradley for an in-depth discussion in this video Creating rainfall, part of Up and Running with Particle Flow in 3ds Max.
What we're going to be doing in this final chapter for…our course, is taking a lot of the concepts and operator workings…that we have looked at so far, and use them to build…a basic and yet complete rain, drip, and splash system for ourselves.…In this particular video, we will make a start at putting all of that…into place by creating the particles that will serve as basic rainfall for us.…As a first step then,…let's go ahead and create a PF source icon…in the scene by coming across to the Command panel.…
And from the Geometry Section drop…down list, selecting the particle systems option.…If we click the PF Source button to enable create…mode, we can come over to our top view and…drag out a particle flow source icon, aligning it to…our dog head sculpt that is found in the scene.…Once we have things set up how we want them,…we can right-click to exit create mode.…And then, in the left view port, middle-mouse-zoom out until…we can see the newly created icon clearly in the view.…If we then enable the Move tool using the W key, we can drag the icon, open…
- 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
Skill Level Beginner
3ds Max 2013 Essential Trainingwith Aaron F. Ross7h 9m Beginner
Creating Simulations in MassFX and 3ds Maxwith Brian Bradley3h 53m Intermediate
1. Overview of the Particle Flow System
2. Adding and Building Flows
3. Putting Operators to Work
4. Tests That Create Events
5. Creating Rain, Drip, and Splash Systems
What's next?2m 1s
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