Join Brian Bradley for an in-depth discussion in this video Creating the table splash: Part two, part of Up and Running with Particle Flow in 3ds Max.
Although we already have the basic creation of birthing…of splash particles occurring in our scene, what we don't…have is a set of behaviors that make them look…like the type of splash effect that we are wanting.…Which of course is exactly what we will set about rectifying in this video.…Before getting to work on the motion aspect of our splash particles though.…I would like to do a little bit of…tweaking to the settings found on our collision spawn test.…First, let's apply a little bit of scaling to our particles.…The idea being that the splash droplets we are creating…would probably be somewhat smaller than the original raindrop, itself.…
To do that, let's set the scale factor on the test to…something like 58%, along with a fairly high variation setting of 35%.…Something else we could do, be tweaking here,…is the fact that the single spawned particle we…are producing at this moment in time, isn't really enough to represent…the water volume we would perhaps expect to see from a splash.…To rectify that let's set the offspring amount here to a value of five.…
- 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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