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3DS MAX – Micro Reference Manual – Particles – Event-Driven

3DS MAX – Micro Reference Manual – Particles – Event-Driven

GENERAL

Create a Event-Driven particle system

1. Right Column> Create> Geometry> Particle System> ‘PF Source’
2. click+DRAG in the Viewport to create the emitter
3. Right Column> Modify> Setup> ‘Particle View’ to open a Particle View Window (shortcut: 6)

ADD OPERATORS/EVENTS

1. Open ‘Particle View’ Window
2. Bottom Left> DRAG a ‘Standard Flow’ to create a standard Flow of particles with a ‘Birth’ operator on the top.
3. Bottom Left> DRAG ‘Spin’ operator under Speed 001> , a BLUE STRIKE appears, the operator will be added in the stack

CHANGE OPERATORS/EVENTS

1. Open ‘Particle View’ Window
2. Bottom Left> DRAG a ‘Standard Flow’ to create a standard Flow of particles with a ‘Birth’ operator on the top.
3. Bottom Left> DRAG ‘Birth File’ operator over Event 001> Birth 001, a RED STRIKE appears, the old ‘Bird’ will be replaced into ‘Birth File’

REMOVE AN OPERATOR/EVENTS FROM THE STACK

1. ‘Event 001’ window> DRAG outside the operator

CANCEL AN OPERATOR/EVENT FROM THE STACK

1. ‘Event 001’ window> LMB over the operator to select it> press CANC button

PRESET LIST

– Preset Flow
– Empty Flow
– Standard Flow (START HERE)
– One Click Flow

OPERATORS LIST

The operator is the basic element of the particle system: you combine operators into events to specify the particles’ characteristics over a given period of time.

– Birth
– Birth File
– Birth Paint
– Birth Script
– Birth Texture

– Initial State

– Delete

– Force (Add a Force Space Warps)

– Group Operator (Add Group Selection Operators)

– Group Selection

– Keep Apart

– Mapping
– Mapping Object

– Material Dynamic
– Material Frequency
– Material Static

– Placement Paint

– Position Icon
– Position Object

– Rotation
– Spin
– Scale

– Script Operator

– Shape
– Shape Facing
– Shape Instance
– Shape Mark

– Speed
– Speed by Icon
– Speed by Surface

– Cache

– Display

– Notes

– Render

TESTS LIST

The basic function of a test in Particle Flow is to determine whether particles satisfy one or more conditions, and if so, make them available for sending to another event.

– Age Test

– Collision
– Collision Spawn

– Find Target

– Go To Rotation

– Lock/Bond

– Scale Test

– Script Test

– Send Out

– Spawn

– Speed Test

– Split Amounth

– Split Group

– Split Selected

– Split Source

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3DS MAX – Micro Reference Manual – Particles – Non-Event-Driven

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 )

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3DS MAX – Micro Reference Manual – Rubber Object

3DS MAX – Micro Reference Manual – Rubber Object

Basic Techniques to create an object of rubber.

HAND-MADE ANIMATION

We need to stretch the rubber.
1. Create an object in the viewport
2. Right Column> Space Warps> Modifier-Based> Stretch, click + DRAG in the Viewport to create the Space warp
3. Main Toolbar> ‘Bind to Space Warp’, in the Viewport click on Space Warp + DRAG (you will see a dotted line) over the object.

Modify a Space Warp
1. Select a Space Warp
2. Right Column> Modify

Remove a Space Warp effect over the object
1. Select the object
2. Right Column> Modify> in the stack you can see the Space warp, click over the slot with LMB to select it, click RMB> Delete

Remove a Space Warp from viewport
1. Select the object
2. Press CANC

FAKE DYNAMIC SIMULATION

1. Create an object, create some keyframefram from left to right
2. Select the object, RIGHT COLUMN> Modify> Modifier List> OBJECT-SPACE MODIFIERS> Flex
3. RIGHT COLUMN> Modify> Flex> in the stack ‘Weights & Springs’> in the roolout ‘Weights and Painting’> ‘Paint’ button
4. Paint vertex in the viewport
5. Play the animation in real time
NOTICE:
Strenght: 1 (orange vertex) minimum jelly effect
Strenght: -1 (blue vertex) maximum jelly effect

REAL DYNAMIC SIMULATION

1. Create a plane over the viewport grid (FLOOR)
2. Create a sphere (BALL) 1 meter over the FLOOR
3. Select BALL> TOP MAIN MENU> Animation> Simulation-MassFX> Rigid Bodies> Set Selected as Dynamic Rigid Body
4. RIGHT COLUMN> Modify> Physical Material> Preset> Rubber
5. RIGHT COLUMN> Modify> Rigid Body Properties> ‘Bake’ (inforna – cuoci)

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3DS MAX – Micro Reference Manual – Fabric Object

3DS MAX – Micro Reference Manual – Fabric Object

Basic Techniques to create an object of water.

GEOMETRY ANIMATION

We need noise…
1. Create an object in the viewport
2. Right Column> Space Warps> Modifier-Based> Noise, click + DRAG in the Viewport to create the Space warp
3. Main Toolbar> ‘Bind to Space Warp’, in the Viewport click on Space Warp + DRAG (you will see a dotted line) over the object.

Modify a Space Warp
1. Select a Space Warp
2. Right Column> Modify

Remove a Space Warp effect over the object
1. Select the object
2. Right Column> Modify> in the stack you can see the Space warp, click over the slot with LMB to select it, click RMB> Delete

Remove a Space Warp from viewport
1. Select the object
2. Press CANC

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3DS MAX – Micro Reference Manual – Water Object

3DS MAX – Micro Reference Manual – Water Object

Basic Techniques to create an object of water.

GEOMETRY ANIMATION

We need noise…
1. Create an object in the viewport
2. Right Column> Space Warps> Modifier-Based> Noise, click + DRAG in the Viewport to create the Space warp
3. Main Toolbar> ‘Bind to Space Warp’, in the Viewport click on Space Warp + DRAG (you will see a dotted line) over the object.

Modify a Space Warp
1. Select a Space Warp
2. Right Column> Modify

Remove a Space Warp effect over the object
1. Select the object
2. Right Column> Modify> in the stack you can see the Space warp, click over the slot with LMB to select it, click RMB> Delete

Remove a Space Warp from viewport
1. Select the object
2. Press CANC

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