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Introducing 3ds Max 9 3D for beginners apr 2007 - part 10 potx
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Particles and Dynamics
Animating large numbers of similar objects frequently can be a timeconsuming and arduous task. With hundreds, if not thousands, of individual objects and
their animated parameters and transforms to consider, this is a task that, one object at a
time, could quickly become overwhelming. 3ds Max has several tools for animating large
numbers of objects in a scene including instanced objects, externally referencing objects,
instanced modifiers, the Crowd utility for characters, and particle systems for controlling
any number of particles. Particles are usually small objects, often in large numbers, that
can represent rain, snow, a swarm of insects, a barrage of bullets, or anything else that
requires a large quantity of objects that follow a similar path.
Another method of creating animations for several objects simultaneously is through
the use of reactor, the physics engine contained within 3ds Max. Using reactor, you can
calculate the interactions between many rigid and soft body objects or simulate fluids or
rope dynamics.
Topics in this chapter include:
■ Understanding Particle Systems
■ Setting Up a Particle System
■ Particle Systems and Space Warps
■ Using Rigid Body Dynamics
■ Using Soft Body Dynamics
CHAPTER 12
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Understanding Particle Systems
Particle systems are a means to manage the infinite possibilities that can be encountered
when controlling thousands of seemingly random objects in a scene. The particles can follow a tight stream or emanate in all directions from the surface of an object. The particles
themselves can be pixel-sized elements on the screen or instanced geometry from an object
in the scene. Particles can react to space warps, such as wind and gravity, and bounce off
objects called deflectors to give them a natural flow through a scene. Particles can even
spawn new particles upon collision.
All particle systems have two common components: the emitter and the particles. The
emitter, as you would guess, is the object from which the particles originate. The location
and, to a lesser extent, the orientation of the emitter are vital to the particles’ origination
point in the scene. Emitters are nonrendering objects, making their size and color unimportant. The particles themselves are the elements that spew from the emitter. The number of particles can range from a few (to simulate a burst from a gun) to thousands (to
simulate smoke from a burning building). The number of particles visible in a viewport
can adversely affect the viewport refresh speed and your ability to quickly navigate within
the viewports. By default, far fewer particles are shown in the viewports than actually render in the scene. This helps maintain a reasonable system performance level.
Particle System Types
Two types of particle systems are available in 3ds Max: event-driven and non-event-driven
particle systems.
Event-Driven Particle Systems
Event-driven particle systems use a series of tests and operators grouped into components
called events. An operator affects the appearance and action of the individual particles and
can, among many other abilities, change the shape or rotation of the particles, add a material or external force, or even delete the particles on a per-particle basis. Tests check for
conditions such as a particle’s age, its speed, and whether it has collided with a deflector.
Particles move down the list of operators and tests in an event and, if the particles pass the
requirements of a test they encounter, they can leave the current event and move to the
next. If they do not pass the test, the particles continue down the list in the current event.
Particles that do not pass any test in an event commonly are deleted or recycled through
the event until they do pass a test. Events are wired together in a flowchart style to clearly
display the path, from event to event, that the particles follow.
Particle Flow is the event-driven particle system in 3ds Max, and it is a very comprehensive solution to most particle system requirements. The upper-left pane in the Particle
View window in Figure 12.1 shows a partial layout of the events in a Particle Flow setup.
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Events are the named boxes, operators are the gray boxes, and tests appear as yellow diamonds. To the right of the Particle View window is a common example of one of the
several emitter types that a Particle Flow can utilize. Using Particle Flow, you can create
almost any particle-based effect, including rain, snow, mist, a flurry of arrows and spears,
and objects assembling and disassembling in a blast of particles. Unfortunately, an in-depth
examination of Particle Flow is beyond the scope of this book.
Non-Event-Driven Particle Systems
Non-event-driven particle systems rely on the parameters set in the Modify panel to
control the appearance and content of the particles. All particles are treated identically by
the system’s parameters, and there are no tests to modify the behavior for certain particles.
Non-event-driven particle systems have been around for a long time; they are stable, easy
to learn, and an acceptable solution for many particle requirements. Non-event-driven
particle systems are the focus of this chapter. These particles can be bound to space warps
to control their apparent reactions to scene events, and they can be instructed to follow
a path.
Six different non-event-driven particle systems are available in 3ds Max; each has its
own strengths. They all have similar setups and, after you understand one type, the others
are easy to master.
Figure 12.1
The Particle View
window and a
Particle Flow emitter
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The Super Spray particle system is the most commonly used non-event-driven particle
system in Max. It features a spherical emitter with a directional arrow to indicate the initial direction of the particles. It has eight rollouts containing the parameters that control
the appearance and performance of the particles. The particles can emerge over a specified
range of time or throughout the length of the scene’s duration. When rendered, they can
appear as one of several 2D or 3D shapes, instanced scene geometry, or as interconnecting
blobs that ebb and flow as they near each other. The particles can even spawn additional
particles when they collide and load a predesigned series of parameters called a preset. The
Super Spray particle system essentially replaced the older, less-comprehensive Spray particle system, and it will be the main focus of this chapter.
Rather than being the emitter, the Particle Array particle system that is created in a
viewport is only a visual link to the particle system emitter itself. The PArray uses a scene
object as the emitter for the particles. While the parameters are adjusted with the PArray
selected, the particles are emitted from the vertices, edges, or faces of the designated object.
When used in conjunction with the PBomb space warp and the Object Fragments setting,
acceptable object explosions can be created.
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