Whilst events can be described as the basic unit of organization inside a…particle flow, they are also the paradigm around which the system was designed.…Up until the inclusion of particle flow, 3ds Max contained only what are now…referred to as the legacy systems of spray, snow, super spray, and so on.…These, by the very nature of their construction are non-event…driven particle systems.…In other words, systems in which there is no ability to change either the state,…that is the look or the behavior…of particles based on specific events or occurrences.…
This naturally means that the range of…effects possible with these systems is fairly…limited, confined to the features and parameters…the original program is made available to us.…Particle flow on the other hand was designed to break away from…such limitations and offer the user by means of specific operators gathered…together inside of events, the ability to effect change at any point…inside an existing flow and in pretty much any manner that was required.…
- 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
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
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