Introduction to Particle Systems
Particle systems are useful for a variety of animation tasks. Primarily, they're
employed when animating a large number of small objects using procedural
methods; for instance, creating a snowstorm, a stream of water, or an explosion.
3ds Max provides two different types of particle systems: event-driven and
non-event-driven. The event-driven particle system, also known as
Particle
Flow
on page 2795, tests particle properties, and, based on the test results, sends
them to different events. Each event assigns various attributes and behaviors
to the particles while they're in the event. In the
non-event-driven systems
on page 3002, particles typically exhibit similar properties throughout the
animation.
IMPORTANT
Particle systems can involve a great many entities, each of which is
potentially subject to any number of complex calculations. For this reason, when
using them for advanced simulations, you should have a very fast computer and
as much memory as possible. Also, a powerful graphics card helps speed the
display of particle geometry in the viewports. Even so, it’s still easy to overburden
the system; if you encounter loss of responsiveness, wait for the particle system
to finish its calculations, and then reduce the number of particles in the system,
implement a cache, or use other methods to optimize performance.
Which Particle System to Use?
Having access to a wealth of particle systems in 3ds Max leads to the need to
decide which system to use for a particular application. In general, for a simple
animation, such as falling snow or a water fountain, setup is faster and easier
with a non-event-driven particle system. With more complex animations,
such as an explosion that generates different types of particles over time (for
example: fragments, fire, and smoke), use Particle Flow for greatest flexibility
and control.
Particle Flow
Particle Flow is a versatile, powerful particle system for 3ds Max. It employs
an event-driven model, using a special dialog called
Particle View
on page 2811.
In Particle View, you combine individual
operators
on page 8069 that describe
particle properties such as shape, speed, direction, and rotation over a period
of time into groups called
events
on page 7966. Each operator provides a set of
parameters, many of which you can animate to change particle behavior
Introduction to Particle Systems | 2795
Summary of Contents for 12812-051462-9011 - 3DS MAX 9 COM LEGACY SLM
Page 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
Page 13: ...Interface 2694 Chapter 14 Space Warps and Particle Systems ...
Page 28: ...Interface Forces 2709 ...
Page 38: ...Interface Forces 2719 ...
Page 54: ...Interface Deflectors 2735 ...
Page 69: ...Interface 2750 Chapter 14 Space Warps and Particle Systems ...
Page 84: ...Interface Geometric Deformable 2765 ...
Page 93: ...Interface 2774 Chapter 14 Space Warps and Particle Systems ...
Page 174: ...Interface Particle Flow 2855 ...
Page 208: ...Interface Particle Flow 2889 ...
Page 233: ...Interface 2914 Chapter 14 Space Warps and Particle Systems ...
Page 285: ...Interface 2966 Chapter 14 Space Warps and Particle Systems ...
Page 292: ...Interface Particle Flow 2973 ...
Page 327: ...3008 Chapter 14 Space Warps and Particle Systems ...
Page 374: ...Interface Non Event Driven Particle Systems 3055 ...
Page 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Page 635: ...Interface 3316 Chapter 15 Animation ...
Page 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Page 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
Page 767: ...3448 Chapter 15 Animation ...
Page 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
Page 787: ...1 Base 2 Post 3 Cap 4 Ring 5 Holder 6 Handle 3468 Chapter 15 Animation ...
Page 1123: ...Interface 3804 Chapter 15 Animation ...
Page 1199: ...3880 ...
Page 1275: ...Properties rollout 3956 Chapter 16 reactor ...
Page 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Page 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Page 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Page 1400: ...Interface Wind Properties rollout Wind 4081 ...
Page 1477: ...4158 Chapter 17 character studio ...
Page 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Page 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Page 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Page 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Page 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
Page 1810: ...Interface Animation Workbench 4491 ...
Page 1814: ...Interface Animation Workbench 4495 ...
Page 1823: ...Interface 4504 Chapter 17 character studio ...
Page 1922: ...Physique Physique 4603 ...
Page 1925: ...4606 Chapter 17 character studio ...
Page 1943: ...See also Using Physique with a Biped on page 4614 4624 Chapter 17 character studio ...
Page 1957: ...Envelope cross sections can be scaled and moved 4638 Chapter 17 character studio ...
Page 2076: ...Physique User Interface 4757 ...
Page 2208: ...Interface Crowd Animation User Interface 4889 ...
Page 2259: ...Interface 4940 Chapter 17 character studio ...
Page 2265: ...Interface 4946 Chapter 17 character studio ...
Page 2268: ...Interface Crowd Animation User Interface 4949 ...
Page 2271: ...Interface 4952 Chapter 17 character studio ...
Page 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Page 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...