The first step is to
set up a particle system that behaves like smoke. Once the behavior
is established, then you can adjust the appearance of the particles.
Set up the scene:
- Click (Open File), navigate to
the \scenes\effects\smoke folder,
and open pflow_start.max.
NoteIf a dialog asks
whether you want to use the scene’s Gamma And LUT settings, accept
the scene Gamma settings, and click OK. If a dialog asks whether
to use the scene’s units, accept the scene units, and click OK.
The scene is of a desert
landscape. There are scorched areas on the ground, and the wreckage
of a jeep®.
Create the particle system:
- In the Top viewport, zoom in on the area around
the wrecked jeep.
The jeep is in the road,
toward the right-hand side of the landscape.
- Go to the Create panel. Turn on (Geometry) if it is not
already on.
- From the drop-down list, choose Particle
Systems.
- On the Object Type rollout, click PF
Source to turn it on.
- In the Top viewport, drag across the
jeep to create a Particle Flow source icon.
- Go to the Modify panel. On the Emission
rollout, change the Icon Type from Rectangle to Circle.
- Also on the Emission rollout, set the
circle Diameter to 3.0.
Particles will be emitted
from the area of the circle, which is a bit smaller than the size
of the jeep itself.
NoteThe Logo Size value
has no effect on particle generation: It just adjusts the size of
the Particle Flow icon, which gives you an object to select in viewports.
But the emitter icon and its dimensions (in this case, the circle
and its diameter) do affect where particles will
appear.
- In the Emission rollout Quantity Multiplier group, change Viewport
% to 100.0.
For large particle systems,
using a Viewport % value less than 100.0 can improve 3ds Max performance,
but displaying 100 percent of the particles gives you a better idea
of what the result of your adjustments will be.
- If you drag the time slider, you can
see in the Orthographic viewport, and only in the Orthographic viewport,
that particles are being emitted downward. This is the default orientation
when you create the icon in the Top view.
- Activate the Perspective viewport. Turn
on (Select And Rotate) and (Angle Snap Toggle), then
rotate the Particle Flow icon 180 degrees about its Y axis, so the
arrow points straight up.
- Drag the time slider again.
Now the particles move
upward instead of downward, and you can see them in all four viewports.
At present, the particles
appear in a single burst, between frame 0 and frame 30, then no
more particles appear. You will correct this, and also set up some
other particle behavior, in the procedure that follows.
Adjust the Particle Flow settings:
- Go to the Modify panel. On the Setup
rollout, click Particle View.
3ds Max opens a Particle
View window.
Particle View is the
main interface to Particle Flow systems. This is where you add and
adjust the particle behavior. In the window, the main areas are
the event display at upper left, which shows events you’ve already
created, and the “depot” at lower left, which contains operators that
you can add to the event display.
At present, the event
display shows the PF Source 01 operator you added
to the scene, and Event 01, which so far contains
default settings.
- In Event 01, click
the Birth 01 operator to highlight
it.
On the right side of
Particle View, 3ds Max displays a parameters rollout for the
Birth operator. As the fields show, the Birth operator generates
200 particles in all. It starts emitting particles at frame 0, and
stops emitting them at frame 30.
- Change the value of Emit Start to –100 and
the value of Emit Stop to 300.
Starting emission at
an imaginary frame –100 means tells 3ds Max to generate particles
before the animation begins, so there will already be some smoke
in the scene at frame 0. Stopping particle emission at frame 300,
the last frame of the animation, means that smoke will continue
to appear throughout the animation.
- Drag the time slider to see the animation.
Particles are present
at frame 0, and they continue throughout the animation, but so far,
they aren’t exactly billowing.
- On the Birth rollout, change the value
of Amount to 2000.
- Drag the time slider again.
Now the particles are
more numerous and beginning to look a little more like smoke, but
they are still moving too quickly.
- In the event display, click the Speed 01 operator
to highlight it.
In the parameters panel
on the right side of Particle View, 3ds Max replaces the Birth
rollout with a Speed operator rollout.
- On the Speed rollout, change the value
of Speed to 6.0, and the value of Variation
to 1.0.
- Drag the time slider.
Now the smoke rises more
slowly, in a dense column. This is a better effect, but its path
is unnaturally straight and vertical.
Before you add effects
to make the smoke behave naturally, you will adjust its viewport
display to see the effect a little better.
- In the event display, click the Display 01 operator
to highlight it.
Now the parameters panel
shows a Display operator rollout.
- On the Display rollout, change the Type
from Ticks to Geometry.
TipIf you don’t care
for the color of the particles, click either the color swatch on
the Display rollout, or the color dot on the Display operator entry
in
Event 01.
Clicking either the swatch
or the dot displays a Color Selector that lets you change the display
color.
- In the event display, click the Shape 01 operator
to highlight it.
- In the Shape rollout that 3ds Max now
displays, change the value of Size to 0.2.
Now the particles appear
as a mass of tiny cubes, as you can see in the Perspective viewport.
This is not meant to
be the final form of the particles: It is just a temporary setting
to help you visualize the effects you are about to add.
Add a space warp for the updraft:
To give the column of
smoke more realistic motion, you will add a couple of Wind space
warps to the scene.
- Minimize Particle View.
TipWhile a Particle
Flow system is in the scene, the keyboard shortcut
6 hides or displays Particle View.
On the main toolbar, turn on
(Keyboard Shortcut Override
Toggle) for this shortcut to work. You don’t have to select the
Particle Flow icon before you press
6.
- On the Create panel, turn on (Space Warps).
- On the Object Type rollout, turn on Wind.
- In the Top viewport, click the Shading
viewport label menu (at present, it says “Smooth + Highlights”),
and change the Top viewport to a wireframe view.
- In the Top viewport, drag to create a
Wind space warp just to the left and below (“southwest” of) the
Particle Flow source icon.
The Wind space warp icon
is a square with an arrow coming out of it. In shaded viewports,
the square is hidden by terrain, but in the Perspective viewport,
it is easier to see the arrow.
- Change the name of the Wind space warp
to Updraft.
This space warp will
model the updraft caused by the heat of the fire, itself.
Add a space warp for wind:
- With the Top viewport still active, click (Zoom Extents).
- Turn on Wind again, if the button is
not still on.
- In the Top viewport, drag just to the
right (“east” of) the terrain to create a second Wind space warp.
- Turn on (Select And Rotate), makes
sure (Angle Snap Toggle) is on,
then activate the Camera01 viewport, and rotate the Wind icon –90
degrees on its Y axis, so the arrow is pointing to the left.
- Change the name of this second Wind space
warp to East Wind.
This space warp will
model an actual wind coming from the east.
Include the space warps in the particle
animation:
- Restore Particle View (6).
- In the “depot” at the lower left of Particle
View, click to highlight the Force operator, then drag it to the
event display, and drop it on Event 01, just
above the Shape operator.
- Click the new Force operator entry to
highlight it.
3ds Max displays the
Force operator parameters in a rollout on the parameters panel to
the right.
- On the Force 01 rollout, click By List.
3ds Max opens a Select
Force Space Warps dialog.
- Click and Ctrl+click
to highlight both the East Wind and Updraft space warps, and then
click Select.
- Hide Particle View (6).
- Drag the time slider.
The particles move upward
and toward the west, as we want them to, but now they are so widely
dispersed that the smoke is hardly visible. This is because the
default Wind settings are too strong. You will correct that in the
next procedure.
Adjust the space warp settings:
- Select the East
Wind object, and go to the Modify panel.
- In the Parameters Force group, set Strength to 0.01 and
Decay to 0.025.
- In the Parameters Wind group, change the settings as follows:
- Turbulence = 0.01
- Frequency = 3.0
- Scale = 0.1
These settings were arrived
at by trial and error.
- Select the Updraft object.
NoteYou might notice
that, now that the Wind space warps are part of the Particle Flow
system, selecting the space warp also selects the Particle Flow.
- Change the Updraft settings
as follows:
- Strength = 0.0
- Turbulence = 0.05
- Frequency = 6.8
- Scale = 0.2
- Drag the time slider again.
The particles seem to
be a little denser and to move more slowly, but it is still hard
to see the system in the Camera01 viewport.
- Restore Particle View (6). Click the Birth 01 operator
to highlight it, then change the Amount value to 10000 (ten
thousand).
- Click (Time Configuration), and
in the Time Configuration dialog Playback group, turn off Active Viewport
only, then click OK.
- Play the animation.
Now the smoke is a thick
stream that is visible in the Camera01 viewport. Its motion is controlled
by the two Wind space warps, and it shows some turbulence as it
rises and drifts to the west.
To render smoke effectively
using small particles like this, you would need even more than 10,000
of them. Using this many particles is not a good idea: The large
number of particles will slow down 3ds Max, and rendering the
animation will take a long time. The next lesson shows a way to
display smoke using the Wind settings you just created, but with
fewer particles in the system.
Save your work:
- Save the scene as smoke_particles.max.