Join Brian Bradley for an in-depth discussion in this video Finalizing the drip system, part of Up and Running with Particle Flow in 3ds Max.
So we have rainfall, we have splashes and we also…have running trails on the surface of our sculpt geometry.…The final piece of the puzzle we are building here…will fall into place with the addition of a drip system.…That takes some of the trails running across the surface and…has them turn into drips that will fall from the geometry.…At certain points in time.…Now, whilst in particle flow we could most certainly create…this effect in an extremely accurate manner,…that is having the particles test whether…or not they are at points on the geometry where drips would naturally fall.…
The calculations required to do that though, would once again,…add significantly to the overall computational load of our final effect.…Instead, then we're going to take a much more pragmatic approach to…the problem and create drips that are based simply on the edge…of particles in the trails themselves.…To create this setup, we will need to grab an age test from the depot…And drop it into our run and drip…event, placing it just above the display operator.…
- 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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