Author
Released
10/21/2013- 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
Duration
Views
- [Voiceover] Hello and welcome to Up and Running with Particle Flow in 3ds Max. My name is Brian Bradley and I am really looking forward to exploring the workings of 3ds Max's extremely powerful event driven particle system with you. In chapter one, we will introduce you to the basic components of the particle flow system by taking what amounts to a high level overview of the various elements that we will make use of when working with it. We will then move on and start to take a closer look at some of the specific elements available to work with, such as, the ready-made flow types that includes both the pre-set and and end particle flows.
These ready made elements have been designed to help us get a head start whenever we have specific work flow needs. Next, we will turn our attention to operators, as these are, for the most part, the basic building blocks from which all of our particle effects will be created. We will be spend quite a bit of time putting some fairly common operator types to work inside a number of simulation situations. We will also spend some time looking at a very specific group of operators known as tests.
Seeing how these ultimately provide the logic and direction that can be used to create some very complex particle motions and behaviors. And finally we will put everything learned into practice by building an entire rain splash and drip system from the ground up as it were. As we clearly have quite a way to go in this course, let's go ahead and dive straight right into Up and Running with Particle Flow in 3ds Max.
Related Courses
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3ds Max 2013 Essential Training
with Aaron F. Ross7h 9m Beginner
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Introduction
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Welcome1m 35s
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What you should know1m 20s
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Using the exercise files1m 3s
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3ds Max project structure2m 36s
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1. Overview of the Particle Flow System
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Operators are the key5m 2s
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Making use of events5m 39s
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How tests work4m 20s
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Deconstructing a flow5m 51s
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How we use deflectors3m 32s
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Using the force3m 47s
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2. Adding and Building Flows
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3. Putting Operators to Work
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The Birth Grid operator4m 29s
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The Birth Group operator5m 5s
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The Birth Texture operator5m 41s
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The Transform operators6m 56s
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Speed operators5m 19s
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Shape operators6m 31s
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Utility operators4m 16s
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mParticle operators7m 3s
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4. Tests That Create Events
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Particle Age6m 2s
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Collision5m 38s
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Speed4m 52s
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Find Target7m 14s
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Lock/Bond4m 55s
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5. Creating Rain, Drip, and Splash Systems
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Creating rainfall6m 17s
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Motion through forces3m 54s
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Adding collision detection7m 25s
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Setting up the sculpt splash4m 45s
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Running across the surface6m 55s
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Final observations2m 43s
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Conclusion
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What's next?2m 1s
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Video: Welcome