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Particle Splines by Anselm v. Seherr Seherr-Thoss aka PsychoSilence This Tutorial treats handling with ParticleFlow and MaxScript. In addition we need 3D studio max starting from the version 5.1, the ParticleFlow Toolbox #1 and a MaxScript. A demo version of the ParticleFlow Toolbox #1 can be downloaded here: http://www.orbaz.com/download/ I make the MaxScript available under this left: pfSpliner__AS.ms |
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One provides a particle system best in the ParticleView, which one reaches by means of the menu option graph of editor: | |
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From the "depot" in the lower part of the window we draw a standard flow simply with pressed mouse button into the free range of the window. | |
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Then we separate from the points "Shape" and "position Icon", since we will not need them and to click with the Render operator on the teekanne, so the this appears through-crossed, because we want to make the Partikelo for themselves not renderbar, but only their flight path. | |
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Now we draw "position a Object" in our Event and provide or import geometry of our choice. With emitter Objects we add this Geometrie(en) and set the location alternatively to Surface or volume. Depending upon choice of the attitude particles are emitted from now at no more by the PF SOURCE, but by the surface of our Geometrie(en) or its volumes. Resuming: |
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Next we pull to "a Event LOCK/BOND" in the Event 01 and add with LOCK on Objects our Geometrie(en). Then we set a chopping alternatively with LOCK ton of Surface and with Snap ton of Surface. With complex geometry it empfleit, after which one submitted these to a Optimize, the Geometry save mode heels too sat down. With position LOCK/BOND we set a chopping with Restrict ton of Surface and the Dampening (absorption) on "Friction". At
the point "NO Force in cent ral zone" should be selected For
Acceleration and a radius, which corresponds to that geometry, to which
we the Event bound. A LOCK/BOND operator arranges particles to remain sticking to a certain surface and to only solve these with certain influences again vons I. |
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Now
we draw a space up Warp of our choice (in my case a wind without
strength however turbulence and frequency) and adjust this for our
needs. The Settings depends fully and completely on the size of the
scene and like strongly one the particles "through-shakes" would like,
therefore I give here no guidelines forwards... < < my attitudes are here left shown. |
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Now we have of course a wind, but if we move time eyelids, the space Warp has still no influence on our particle system. We must pull only a Force in our Event and add our space Warp. Now our particle system is finished in principle. However should rumspielen you somewhat! e.g. with the LOCK/BOND operator tests different attitudes out, until the movement of the particles pleases you! |
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A Playblast of my particle movement can be seen here. (approximately 400KB AVI in the Cinepak codec clicks) on the picture, | |
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Now we come to the MaxScript part of the Tutorials. (clicks to the Thumbnail to see around the Script in originalgroesse) |
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To this place I am received on some parts of the Scriptes to understand more exact. The Script with the definition of the time and the touching distances of the Scripts is introduced: pf = $
Here the Splines is produced: for i in 1 ton numParts DO Here the Knotenunkte of the Splines is determined and set on the basis the position of a particle at a certain time: for t in 0 tons (endFrame/fIncrmnt) of DO SELECT $ ' ParticleSpline _ * ' -- here the Splines will become all together selected, thus equal a Shader assigned can or something similar |
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After we analyzed now the Script in parts, we want to also see, what can do it. Is important, which implements it the Script with more selected "PF SOURCE"! The PF selects SOURCE. Now we go out into the menu border under the point MaxScript and to click on "run Script..." and to select then our Script. (it stores best equivalent, where it belongs, naemlcih in scripts verzeichnins in the root of your max file). Now the time eyelids the animation in indicated in the Script the interval should go through the animation and leave then oh Splines as traces. |
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< < is here the result of my version. TAP: Let the Script only with few particles go through, and set the developed Splines then on "Enable in Renderer" and "Enable in Viewport". otherwise see to her only lines, which the Renderer cannot interpret. Also should specify a thickness to it. After the Splines got a thickness missed and in the Viewport is visible, all Splines deletes again and lets script again with more Parikeln durchlafen. The Splines developed now has the same Settings, as the few before. Now still another schickes material draufgepackt and then is called it Happy Rendering their Renderfarmer! Here to good lastly my basis scene: Pflow spline.max |