Join Brian Bradley for an in-depth discussion in this video Deconstructing a flow, part of Up and Running with Particle Flow in 3ds Max.
Up to this point in our chapter we have come to understand that operators…are the basic blocks from which we can start to build a particle effect.…Events we have noted our a grouping of operators that combine…together so as to create some very specific behavior in our particles.…And we have also seen that there are a number of…test operators available that could be used to apply intelligent direction to…particles already inside a flow.…Meaning we can move them from one event to another and…so alter both their look and all their behavior as we desire.…
Of course, ultimately in order to produce any…kind of particle effect, all of the operators and…events that we create will need to be connected…together in order to form a completed particle flow.…Only at that point will we…start to see the really interesting stuff begin to happen.…To give ourselves a clear idea then of just how all of the component parts…that we have discussed up until this point…fit together and produce a final particle effect.…Let's spend a few minutes in this video deconstructing an already existing flow.…
- 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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