Page 1041 - Kitab3DsMax
P. 1041

Creating Particles
                                     and Particle Flow








                                          very object that you add to the scene slows down Max to a small degree   CHAPTER
                                          because Max needs to keep track of every object. If you add thousands of   IN THIS CHAPTER
                                     Eobjects to a scene, not only does Max slow down noticeably, but also the
                                     objects become difficult to identify. For example, if you had to create thousands   Understanding the various
                                     of simple snowflakes for a snowstorm scene, the system would become unwieldy,   particle systems
                                     and the number wouldn’t get very high before you ran out of memory.  Creating a particle system
                                     Particle systems are specialized groups of objects that are managed as a single
                                     entity. By grouping all the particle objects into a single controllable system, you   Using the Spray and Snow
                                                                                                      particle systems
                                     can easily make modifications to all the objects with a single parameter. This
                                     chapter discusses using these special systems to produce rain and snow effects,   Using the Super Spray and
                                     fireworks sparks, sparkling butterfly wings, and even fire-breathing dragons.  Blizzard particle systems
                                                                                                    Working with MetaParticles
                                     Understanding the Various Particle                             Using an object as an emitter
                                     Systems                                                        Using particle system maps

                                     A particle is a small, simple object that is duplicated en masse, like snow, rain, or   Using the Particle Flow
                                     dust. Just as in real life, Max includes many different types of particles that can   interface
                                     vary in size, shape, texture, color, and motion. These different particle types are
                                     included in various particle systems.
                                     When a particle system is created, all you can see in the viewport is a single gizmo
                                     known as an emitter icon. An emitter icon is the object (typically a gizmo, but it can
                                     be a scene object) where the particles originate. Selecting a particle system gizmo
                                     makes the parameters for the particle system appear in the Modify panel.
                                     Max includes the following particle systems:
                                         l  Particle Flow Source: Particles that can be defined using the Particle
                                            Flow window and controlled using actions and events.
                                         l  Spray: Simulates drops of water. These drops can be Drops, Dots, or
                                            Ticks. The particles travel in a straight line from the emitter’s surface
                                            after they are created.

                                                                                993
   1036   1037   1038   1039   1040   1041   1042   1043   1044   1045   1046