In this lesson, you set
up the particle geometry to change over time as the smoke disperses.
You also set up the Particle Flow system so it uses fewer particles.
Set up the scene:
- Continue from the previous lesson or open pflow_01.max.
Change the particle geomery:
- Restore Particle View (6).
- Click the Birth 01 operator
to highlight it, then change the Amount of particles emitted to 250.
- From the depot, drag a Shape Facing operator,
and drop it on top of the Shape operator,
to replace the Shape operator with Shape Facing.
Unlike the blue line
that appears when you add an operator by dropping the operator between
two others, the line for replacing an operator appears red.
In viewports, the particles
change to square shapes that are larger than the small cubes you
generated before. However, their orientation is random: This is
because the particles aren’t yet oriented to anything.
- Move Particle View so you can see a viewport
with the camera visible in it. (The lower-left Orthographic view
is good for this.)
- Click the Shape Facing operator to highlight
it.
- On the Shape Facing operator rollout,
click to turn on the Look At Camera/Object button (at present it
is labeled “None”), then in the viewport, click Camera01.
- Hide Particle View (6).
- Drag the time slider.
Now particles face in
a uniform direction, and always face the camera, as you can see
most easily in the Perspective viewport.
Shape facing particles
always face another object. Usually this is a camera: The idea is
to assign the particles a material that makes the scene geometry
appear to be more complicated than it actually is. (The tutorial
Particle Trees is another
example of this technique.)
- Restore Particle View (6).
- In the Shape Facing parameters rollout Size/Width group, make
sure In World Space is chosen, and then change the value of Units
to 5.0.
Now when you drag the
time slider, smoke particles are easily visible even in the Camera01
viewport.
Set the particles to grow over time:
The smoke particles should
grow over time: As the smoke rises, it also disperses. To model
this, you use a Scale operator.
- Drag a Scale operator from the depot
to Event 01, and drop it between
the Shape Facing and Force operators.
- Click the Scale operator to highlight
it.
- In the Scale parameters, choose Relative
Successive from the Type drop-down list.
- Make sure Constrain Proportions is turned
on, then change the value of Scale Factor X % to 100.2.
Because Constrain Proportions
is on, the Y % and Z % factors update to 100.2 as well.
The factor by which the
particles grow doesn’t need to be great. Even two-tenths of a percent
increase at each frame adds up quickly.
- Hide Particle View (6) and drag the time slider.
The particles increase
in size as they rise.
Create a dynamic material for the particles:
The next step is to create
a material that changes over time while the particles change in
size.
- On the main toolbar, click (Material Editor) to display
the Slate Material Editor.
TipIf this is the first
time you have used the Slate Material Editor, you might have to
resize it to make it larger so you can easily see all the panels.
- In the Material/Map Browser panel on
the left, locate Materials Standard Standard, and drag the
Standard material entry into the active View.
- In the active View, double-click the
Standard node so you can see its parameters on the Parameter Editor
panel to the right.
- Name the new material Smoke.
- On the Material/Map Browser panel, locate
Maps Standard Particle Age, and drag
the Particle Age entry into the active View.
- In the active View, wire the Particle
Age map output to the Standard map’s Diffuse Color input.
NoteWhen you wire the
Particle Age map, 3ds Max also adds a Bezier Float controller
node. You won’t be using that in this tutorial.
- Double-click the Particle Age map node
to display its parameters.
The Particle Age map
specifies three colors: By default, Color #1 is the color at a particle’s
birth (0 percent), Color #2 is the color when the particle is halfway
through its life (50 percent), and Color #3 is the color at the
particle’s death (100 percent). You can change the ages, but we won’t
do so in this tutorial.
- Change Color #1 to yellow, Color #2 to
green, and Color #3 to blue.
Don’t worry about the
precise values: These are just arbitrary colors to test the Particle
Age effect. Once Particle Age is working as we want it to, you will
replace the colors with more realistic patterns.
- In the Material/Map Browser panel, scroll
so you can see the Sample Slots group. Drag from the output socket
of the Smoke material node (at the right), and drop it on an unused
sample slot. In the Instance/Copy dialog, choose Instance, then
click OK.
Add the new material to the particle
system:
- Minimize the Slate Material Editor and
restore Particle View (6).
- Drag a Material Dynamic operator from
the depot, and drop it on Event 01 between the Force and
Display operators.
- Click the Material Dynamic operator to
highlight it.
- In the Material Dynamic parameters, click
the Assign Material button.
3ds Max opens a modal
version of the Material/Map Browser.
- Scroll to the Sample Slots group, and
double-click the Smoke material.
- Hide Particle View (6).
- Activate the Camera01 viewport, click (Go To End), and then click (Render Production).
NoteThe Particle Age
effect doesn’t appear in viewports, so when you use this map, you
have to render to see the result.
The particles still have
a uniform yellow (birth) color.
The reason for this is
that the particles don’t yet have a defined life span. The Birth
operator controls particle creation, but not particle death.
Define the life span of particles:
- Restore Particle View (6).
- In Particle View, drag a Delete operator
from the depot, and drop it on Event 01 between
the Birth and Position Icon operators.
- Click the Delete operator to highlight
it.
- In the Delete parameters, choose Remove By Particle Age.
Choosing By Particle
Age enables the Life Span and Variation parameters.
- Change the value of Life Span to 350 and
the value of Variation to 50.
The Variation setting
introduces a random variation in the life span of particles, so
the system doesn’t appear too uniform.
- Hide Particle View (6).
- Render frame 300 once again.
The particles begin with
a yellow color, which shades to green at their half-life, and then
to blue as they near the end of their existence.
Now you are ready to
change the particle colors from the test colors to a pattern that
simulates smoke. This is the subject of the next lesson.
Save your work:
- Save the scene as smoke_dispersing.max.