3DS MAX – Micro Reference Manual – Particles – Non-Event-Driven
GENERAL
Create a Non-Event-Driven particle system
1. Right Column> Create> Geometry> Particle System> Snow
2. click+DRAG in the Viewport to create the particle emitter
Modify a Non-Event-Driven particle system
1. Select the particle system
2. Right Column> Modify>
LIST
– PF Source (Particle Flow Source – rectangle, box, circle, sphere)
– Snow
– Blizzard (This is an advanced version of the original Snow particle system)
– PCloud (Use the Particle Cloud particle system when you want a “cloud” of particles that fill INSIDE a specific volume)
Emitter Object setup:
1. In the Top Left Viewport> Wireframe You need a wireframe visualization to see particles inside the object!
2. Create an object and a PCloud
3. Select the particle system, Right Column> Modify> Basic Parameters> Object-Based Emitter> Pick Object> pick the object in the Viewport
4. Select the particle system, Right Column> Modify> Basic Parameters> Particle Formation> Object-Based Emitter
5. Select the particle system, Right Column> Modify> Particle Generation> Particle Timing> Emit Start 0 – Emit Stop 100
Particle Type setup:
1. Select the particle system, Right Column> Modify> Particle Type> Standard, MetaParticles, Instanced Geometry
– Spray (Drops, Dots, Ticks) Great for rain
– Super Spray
1. Create a Super Spray Emitter
2. Select the particle system, Right Column> Modify> Particle Generation> Particle Timing> Emit Start – Emit Stop
Particle Type setup:
1. Select the particle system, Right Column> Modify> Particle Type> Standard, MetaParticles, Instanced Geometry
– PArray (The Particle Array particle system can distribute particles OUTSIDE the surface of a geometric object. You can also use it to create sophisticated object explosions.)
Emitter Object setup:
1. In the Top Left Viewport> Wireframe You need a wireframe visualization to see particles inside the object!
2. Create an object and a PArray
3. Select the particle system, Right Column> Modify> Basic Parameters> Object-Based Emitter> Pick Object> pick the object in the Viewport
Particle Type setup:
1. Select the particle system, Right Column> Modify> Particle Type> Standard, MetaParticles, Instanced Geometry, Object Fragments Controls (It explodes the Object and creates fragments )