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.
Sunday, 8 December 2013
Shatter Effect In Autodesk 3Ds Max
Shatter effects in Autodesk 3Ds Max has been way easy after Autodesk has introduce MassFX in 3Ds Max. This video tutorial will show you the step by step process to create this effect. First we need an object that is going to shatter. The next step is important because here we are going to create the debris object or the pieces that will be created after the shatter. For this purpose we will use the pro cutter option in compound object.
After creating the pieces we have to create a large piece of rock which will going to hit the target object which in this case is a wall. Use noise modifier to give the object as uneven rock surface. In the next step you have to create the where the rock have top pass through the wall. Now we have come to a stahe where we can use MassFX . Select the rock and convert it to a kinematic rigid body. Using of the kinematic rigid body is really cool and essential cause in kinematic rigid body you will always have to the power to control when you want that object into a dynamic one. After the rock you have to create the wall pieces or the debris pieces into kinematic rigid body and set them to dynamic after the frame where the rock is hitting the wall. then play the simulation and bingo. Go through the video tutorial for the details hope you will enjoy this ride.
Thursday, 7 November 2013
Creating a Pillow with Cloth In Autodesk 3Ds Max
Creating Pillow with cloth in Autodesk 3ds max is a very easy task to do if you know the secret ingredient. We can create the pillow with the cloth modifier using just few clicks. First we will create a box geometry with very few subdivisions and small value in height. Create a plane which will act as ground while we run the simulation. Then apply the cloth modifier on the box and the plane both. Then from the object property make the box as cloth object and the plane as the collision object. In case of the the box make the pressure value of "inside enclosed cloth volume" to 50. That's it. You are done with the editing.
Now go to the simulation section of the cloth property and hit Simulate Local. BINGO. Now you can use the mesh smooth modifier to make the model lot more smoother in rendering. Remember not to take a great amount of subdivisions to avoid the excessive simulation timing as you can add smoothness after the simulation. Hope you will enjoy the video.
Thursday, 16 May 2013
Cloth Modifier in Autodesk 3Ds Max
We all know about the cloth modifier in 3Ds Max. Creating cloth object is very tricky. In this tutorial we will go through the basic parameters of the cloth modifier, which will make your concepts clear about the modifier and how to use it.
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