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Getting Started With Particle Flow Part 2 PDF Print E-mail
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by Didik Wijaya
This tutorial needs you to understand basic use of 3dsmax.

Getting Started With Particle Flow Part 2 In Part 1 of this tutorial, you have learned about Particle Flow a little bit. Now, it's time to learn more about Particle Flow. In this part, we will explain about how to modify particle's attribute, add more attributes, and wiring. Now, let's go with the flow!

 


5. Now, we are going to try to modify particle's attribute. Select Birth 01 row in Event 01. Parameters rollout will appear in right pane. Try to change Emit Stop=100. Scrub sliders to watch animation. Your particle will emits until frame 100. Also, change Display to Geometry. Scrub slider, and you'll see small tetra particle emits down. Note: I like to select couples of row at a time, so I can adjust attibutes efficiently like image below. To select more than one row, hold down Ctrl while selecting.

Image

 

6. As mentioned earlier in Part 1, Particle Flow uses several Actions listed in Depot, located in bottom pane of Particle View. Actions are components that build Particle Flow. There are 3 category in Actions: Flow, Operator, and Test. Each has specific function. Note: Sometimes, all these three kinds actions are called operator.

Image

 

Flow is used when you want to create or start a Particle Flow. We have explained these actions in Part 1. Let's get going to another type. Operator is used when you want to modify particle's attribute, like shape, speed, and others. There are two types of operator, Primary and Utility operator. Primary operator directly change particle's attribute. Meanwhile, Utility is used as support. For example, Cache operator is used to optimize particle's playback, Display is used to set particle appeareance in viewport, Notes is used to add comments, and Render is used to set render output.

Image

 

Now, we are going to add operator to Event 01. For example we will add Spin operator. This operator is used to give spinning movement to each particle. To add operator into event, simply click and drag Spin operator from Depot into Event 01. Drag between other operator until you see blue line, then release.

  • If operator is placed between other operator (blue line appears), then that operator will be added into event
  • If operator is placed over other operator (red line appear), then that operator will be replaced existing operator
  • If operator is placed outside other existing event, then that operator with Display operator will create a new event

Image

7. Last type of action we will explain is Test. This Test action is used to check whether particle meet certain condition, if yes then particle is allowed to go to the next event. That's why Test is useful when you want to create complex particle animation.

For our tutorial, try to add Age Test action from Depot into Event 01. Place it at the most bottom row. Age Test is used to check particle's age, which is how long (in frames) each particle has appear. By default, if particle age has reach 30+/-5 (25-35 frame) then the condition is true.

Image

 

By the way, why we put Age Test in the most bottom row? Particle Flow work just like a software programming. 3dsmax will read the process from top to bottom. That's why, appropriate operator position is required. For example, usually Test action is placed at the most bottom row in event.

 

8. From Depot, click and drag Shape operator into Event Display area. Place it outside any event in order to create a new event. Event 02 will be create, with Display and Shape operator inside. Change Shape to Cube, Display to Geometry.

As you know, Particle Flow work by creating a 'flow' of particle. It means, for example a series of events. To create a flow, you must connect one event to another. This process is called wiring. You can watch how to wiring in the image below.

Image


If Age Test check particle age has reach 30+/-5 (25-35 frame) then particle is sent to next event. And in that event, particle's shape is changed to Cube. Scrub slider to watch your particle's animation.

 

9. Now, try to delete all Shape operator in all events. Then try add Shape operator in PF Source 01 event. Play your animation. All particle shape in all event change.. How's that happen?

In Particle Flow, we also have Global Event and Local Event. The upper most event in the Flow is always a Global Event. It is called Global Event, because every parameter set in this event will always influence other events below. By default, Render operator is in this Event. This operator control render output.You can add other operator into Global Event, which will influence overall particle animation.

Other event under Global Event is called Local Event, which means every parameter set in this event is applicable only in this event. Be careful, don't put the same operator already active in Global Event in Local Event too, in order to avoid conflict

Image

 

That's all you need to know about Particle Flow. Next, the best way to master Particle Flow is by practicing. Try other Particle Flow tutorial in this site to enhance your skills.

Any question or comments regarding this tutorial should be sent to:
Didik Wijaya, email: This e-mail address is being protected from spam bots, you need JavaScript enabled to view it

 

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