Chapter 35: Creating Particles and Particle Flow


Every object that you add to the scene slows down Max to a small degree because Max needs to keep track of every object. If you add thousands of objects to a scene, not only does Max slow down noticeably, but the objects become difficult to identify. For example, if you had to create thousands of simple snowflakes for a snowstorm scene, the system would become unwieldy, and the number wouldn't get very high before you ran out of memory.

Particle systems are specialized groups of objects that are managed as a single entity. By grouping all the particle objects into a single controllable system, you can easily make modifications to all the objects with a single parameter. This chapter discusses using these special systems to produce rain and snow effects, fireworks sparks, sparkling butterfly wings, and even fire-breathing dragons.

Understanding the Various Particle Systems

A particle is a small, simple object that is duplicated en masse, like snow, rain, or dust. Just as in real life, Max includes many different types of particles that can vary in size, shape, texture, color, and motion. These different particle types are included in various particle systems.

When a particle system is created, all you can see in the viewport is a single gizmo known as an emitter icon. An emitter icon is the object (typically a gizmo, but it can be a scene object) where the particles originate. Selecting a particle system gizmo makes the parameters for the particle system appear in the Modify panel.

Max includes the following particle systems:

  • Particle Flow Source: Particles that can be defined using the Particle Flow window and controlled using actions and events.

  • Spray: Simulates drops of water. These drops can be Drops, Dots, or Ticks. The particles travel in a straight line from the emitter's surface after they are created.

  • Snow: Similar to the Spray system, with the addition of some fields to make the particles Tumble as they fall. You can also render the particles as Six Pointed shapes that look like snowflakes.

  • Blizzard: An advanced version of the Snow system that can use the same mesh object types as the Super Spray system. Binding the system to the Wind Space Warp can create storms.

  • PArray: Can use a separate Distribution Object as the source for the particles. For this system, you can set the particle type to Fragment and bind it to the PBomb Space Warp to create explosions.

  • PCloud: Confines all generated particles to a certain volume. A good use of this system is to reproduce bubbles in a glass or cars on the road.

  • Super Spray: An advanced version of the Spray system that can use different mesh objects, closely packed particles called MetaParticles, or an instanced object as its particles. Super Spray is useful for rain and fountains. Binding it to the Path Follow Space Warp can create waterfalls.




3ds Max 9 Bible
3ds Max 9 Bible
ISBN: 0470100893
EAN: 2147483647
Year: 2007
Pages: 383

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