Creating the Particle Flow
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Transcript Creating the Particle Flow
AV4676-V - Integrating Water Elements and Fountains into
Architectural Renderings Using Particle Flow
Steven Schain
Autodesk Certified Instructor
© 2012 Autodesk
Class Summary
Many architectural structures incorporate a water feature as a
prominent visual component of the structure. This exciting class
explains how to implement 3ds Max Particle Flow for architectural
use. This class takes you through the creating water fountains,
waterfalls, and other water features architects like to use. We will
cover creating particle flow networks to simulate water flow and
using space warps to affect the motion of the particles. We will also
cover the point cache and particle rendering.
© 2012 Autodesk
About the Speaker
Trainer / Instructor
Teaching 3ds since 3D Studio DOS Release 3.
Autodesk Certified Instructor since 1998.
Trainer - Spectralight Images, LLC (3ds Max / Maya)
Author
Autodesk Fundamentals Courseware
CAD Learning online 3ds Max courseware
Co-developer of Autodesk’s 3ds Max Fundamentals Standards
Co-developer of Autodesk Certified Instructor Program
www.the3dprofessor.com
© 2012 Autodesk
Course Content
This course will cover:
Create particle flows to simulate fountains
Use space warps to create custom effects with particle flows
Gravity
Deflectors
Add point cache to effectively work with large numbers of particles
Apply a water material
Generate a viewport preview
Configure and render particle systems using the mental ray® renderer
© 2012 Autodesk
Learning Objectives
At the end of this class, you will be able to:
Create a Particle Flow
Work with space warps
Edit Particle Flow events
Cache particles using a Cache operator
Create an animation preview
Setup and render using Mental Ray
© 2012 Autodesk
Particle Flow Explained
© 2012 Autodesk
Particle Flow Explained
Particle Flow
Event driven
Particle View interface
Event display
Depot
Parameters
Description
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Particle Flow Explained
Particle view
Operators
Tests
Flows
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Setting up the scene
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Setting up the scene
Determine particle system function
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Setting up the scene
Adding Space Warps
Gravity
Deflectors
Spherical deflector
Universal deflector
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Setting up the scene
Editing Space Warps
Deflector parameters
Bounce
Friction
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Creating the Particle Flow
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Creating the Particle Flow
Adding a Pflow source
Setting up events
Adding forces
Configuring a collision spawn test
Setting particle shapes
© 2012 Autodesk
Applying Materials
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Applying materials
Choosing an appropriate material
Autodesk Water Material
Material Static operator
Operator Placement
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Caching the Particles
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Caching the Particles
Particle Cache
Increases Pflow efficiency
Scrub Timeline
Render Efficiently
Add a Cache operator
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Previewing and Rendering the Fountain
© 2012 Autodesk
Previewing and Rendering the Fountain
Creating a preview rendering
Viewport preview
Mental Ray rendering setup
Incorporating motion blur
© 2012 Autodesk
Thank You
© 2012 Autodesk
Autodesk, AutoCAD* [*if/when mentioned in the pertinent material, followed by an alphabetical list of all other trademarks mentioned in the material] are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and
services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2011 Autodesk, Inc. All rights reserved.
© 2012 Autodesk