Using Particle System Maps


Using material maps on particles is another way to add detail to a particle system without increasing its geometric complexity. You can apply all materials and maps available in the Material Editor to particle systems. To apply them, select the particle system icon and click the Assign Material to Selection button in the Material Editor.

CROSS-REF 

For more details on using maps, see Chapter 23, "Adding Material Details with Maps."

Two map types are specifically designed to work with particle systems: Particle Age and Particle MBlur. You can find these maps in the Material/Map Browser. You can access the Material/Map Browser using the Rendering image from book Material Map Browser menu command or from the Material Editor by clicking on the Get Material button.

Using the Particle Age map

The Particle Age map parameters include three different colors that can be applied at different times, depending on the Life value of the particles. Each color includes a color swatch, a map button, an Enable check box, and an Age value for when this color should appear.

This map typically is applied as a Diffuse map because it affects the color.

Using the Particle MBlur map

The Particle MBlur map changes the opacity of the front and back of a particle, depending on the color values and sharpness specified in its parameters rollout. This results in an effect of blurred motion if applied as an Opacity map.

Note 

MBlur does not work with the Constant, Facing, MetaParticles, or PArray object fragments.

Tutorial: Creating jet engine flames

The Particle Age and MBlur maps work well for adding opacity and colors that change over time, such as hot jets of flames, to a particle system.

To create jet engine flames, follow these steps:

  1. Open the image from book Jet airplane flames.max file from the Chap 35 directory on the DVD. This file includes an A-10 airplane model created by Viewpoint Datalabs.

  2. Select the Create image from book Particles image from book Super Spray menu command, and drag the icon in the viewport. Rotate and position the emitter icon so that its origin is right in the jet's exhaust port and the directional vector is pointing outward away from the jet.

  3. Open the Modify panel, and in the Basic Parameters rollout, set the Off Axis Spread value to 20 and the Off Plane Spread value to 90.

    These settings focus the flames shooting from the jet's exhaust.

  4. In the Particle Generation rollout, set the Emit Stop to 100, the Life value to 30, and the Particle Size to 5.0.

  5. In the Particle Type rollout, select the Standard Particles option and select the Sphere type.

  6. Open the Material Editor by pressing the M key, and select the first sample slot. Name this material Jet's Exhaust, and click the map button to the right of the Diffuse color.

  7. From the Material/Map Browser that opens, select the Particle Age map. In the Particle Age Parameters rollout, select dark red, dark yellow, and black as colors for the ages 0, 50, and 100.

    You should use darker colors because the scene is lighted.

  8. Click the Go to Parent button to access the Jet's Exhaust material again, and then click the map button to the right of the Opacity setting. Select the Particle MBlur map.

  9. In the Particle MBlur Parameters rollout, make Color #1 white and Color #2 black with a Sharpness value of 0.1. Then drag this material from its sample slot onto the particle system's icon to apply the material (or click the Assign Material to Selection button if the emitter icon is still selected).

  10. With the Shift key held down, drag the Super Spray icon in the Front viewport to the other exhaust port. Make the new Super Spray an instance of the original.

Figure 35.18 shows the jet at frame 30 with its fiery exhaust.

image from book
Figure 35.18: Realistic jet flames created using the Particle Age and MBlur maps




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

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