Spray Particles are perhaps the easiest way to create rain animation in 3Ds Max. This is also the most basic particle system in 3Ds Max where you can start you journey to the particle system. In this tutorial you will learn how to use and control the spray particle system in Autodesk 3Ds Max. Let's enjoy.
Showing posts with label 3Ds Max Dynamics. Show all posts
Showing posts with label 3Ds Max Dynamics. Show all posts
Saturday, 23 April 2016
Monday, 30 March 2015
Mesher Compound Object in Autodesk 3Ds Max
Mesher is a compound object with a very specific use in 3Ds Max. This compound object is a very handy tool for the visual effects artists. Mesher helps us to convert the particle objects into mesh object or geometry. So lets see.
First create a basic PFsource in the scene. Convert the display type to geometry to view the geometry types like cube or diamond etc. These particles cannot be convert into geometry by simply putting "edit poly" modifier as you will never found them in the list by selecting the particles. To convert them into geometry you need the compound object called "Mesher".
From compound object select mesher and create the mesher object in viewport. Then go to the modify panel and from there select the "pick object" option and select the particle object. Immediately the particle object will replicate and create the identical objects. Now still these are not a mesh or poly object, but if you go to modifier list you can use edit poly or edit mesh modifier to convert them into poly or mesh. Follow the video for more details.
Saturday, 8 February 2014
Curtain in Autodesk 3Ds Max
Curtain in Autodesk 3Ds Max can be created by the very cloth modifier listed in the modifier list of 3Ds Max. Creating curtains are really essential for the various architectural projects in 3Ds Max. For creating the curtain I took a plane from the basic geometry. Remember to increase the subdivision level to see the better results, as the subdivisions are very important factor for the proper simulation of the curtain in 3ds max. To create the basic wrinkles we will create a group of vertex of the top level of the curtain and assign them into a node. Now this node can be attach to a geometry according to your choice. Here I used a simple box geometry.
After simulating the cloth on the local, for creating the basic wrinkles , we will move to create the fold in the middle of the curtain. Here also we will use the same process and create the fold. Later you can use any preset cloth type or you can change the parameters of the cloth individually to reach the desired result for your project. Hope you will like the detailed video tutorial on the topic.
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