It would be possible
to copy the original Particle Flow icon to other locations in the
scene; Instead of this, we will use a special operator, Placement
Paint, to generate additional sources of smoke from the single Particle
Flow system.
Set up the scene:
- Continue from the previous lesson or open pflow_03.max.
Use Particle Paint to emit smoke from
other areas of the terrain:
- In the Top viewport, zoom in once again on the
area near the wrecked jeep.
- Change the Top viewport to a Wireframe
view.
- On the Create panel, turn on (Helpers). Choose Particle
Flow from the drop-down list, then on the Object Type rollout, click
to turn on Particle Paint.
- In the Top viewport, drag near the jeep
to create a Particle Paint helper.
- On the Setup rollout, change the Brush
Radius value to 2.0.
- Change the shading of the Top viewport
back to Smooth + Highlights. Select the Plane01 object, choose (Zoom Extents Selected),
and then click this navigation button.
- Zoom in a little more closely
so you have a good view of the scorch marks.
- Click (Maximize Viewport Toggle)
to maximize the Top viewport.
- Select the Particle Paint
helper again, then go to the Modify panel.
- On the Setup rollout, click to turn on
Freehand Paint.
Now you are ready to
paint particle seeds in the viewport.
ImportantBefore you go to
the next step, make sure you are at frame 0. Click
(Go To Start) if the time
slider is still at frame 300 or some other frame.
- While Freehand Paint is active, click
and drag a single stroke to paint a rough circle around the wreck
of the jeep.
After you release the
mouse, 3ds Max displays a number of ticks along the path you
painted.
Each tick is a particle
seed that eventually will generate particles for the
Particle Flow system.
- Paint a similar circular stroke on the
two other scorched areas, one at the lower right (southeast) area
of the terrain, and the other at the upper right (northeast) area.
- For the lengthwise scorched area in the
road, at the left (west) area of the terrain, paint a single back-and-forth
stroke (in other words, go over the lengthwise area twice, but in
a single motion of the Freehand Paint cursor).
- Right-click to turn off Freehand Paint.
Your scene should now
have four areas with particle seeds: the three circular scorched
areas on the right (east), and the long scorched area in the road
on the left (west).
- Click (Maximize Viewport Toggle)
once again to return to a four-viewport layout.
Now that you have placed
the particle seeds, you need to add a Particle Flow operator that
allows the Smoke system to use these seeds.
Add a Placement Paint operator:
- Restore Particle View (6).
- From the depot, drag a Placement Paint
operator, and in Event 01, drop it on top of the
Position Icon operator to replace Position Icon.
- Click the Placement Paint operator to
highlight it.
The Placement Paint entry
is followed by “( ??? )”. This indicates that you haven’t yet assigned
a Particle Paint helper.
- Move the Particle View window so you
can see the Particle Paint helper icon in a viewport.
- On the Placement Paint rollout, click
the Particle Paint Helper button (initially, it is labeled “None”).
- In a viewport, click the Particle Paint
helper icon.
Particle Flow now uses
the Particle Paint helper as the geometric source for particle generation.
However, at this stage,
particles are generated from a point that is the average center
of all the paint seeds taken together.
- In the Particle Paint rollout Acquire Paint Data group,
choose Paint Position To Position.
Now Particle Flow generates
particles wherever there are seeds in the scene.
- In the Index Order group, turn on Stop
If Count Overflow.
This option tells Particle
Flow to stop creating particles when the number of particles in
the system exceeds the number of seeds you painted. It prevents
the particle system from becoming “overcrowded.”
- Hide Particle View (6).
- Click (Go To End) to go to frame
300, then click (Render Production).
Now smoke issues from
all four scorched areas. It looks good, but a bit sparse: The same
number of particles is now shared among the four areas.
Add a Spawn operator to increase the
number of particles:
One way to increase the
number of smoke particles is simply to increase the Amount value
in the Birth operator. But in this lesson, we will adjust the number
of particles by using a Spawn test. This is a useful alternate technique,
and using Spawn will also be a help when you create embers in the
lesson that follows.
The actions in the depot
that have yellow, diamond-shaped icons, are known as tests.
- Drag a Spawn test from the depot, and
drop it on Event 01 between the Material
Dynamic and Placement Paint operators.
- Click the Spawn test to highlight it.
- On the Spawn rollout, change the Offspring
# to 2, and change the Spawnable %
to 60.0.
This tells Particle Flow
to take 60 percent of the original particles, and spawn two child
particles from each of the originals.
- Hide Particle View (6).
- Go to frame 300 and render the scene.
Now the smoke is much
denser.
You have now completed
the smoke itself. The remaining exercise is to generate embers from
the burning jeep.
Save your work:
- Save the scene as smoke_multiplied.max.