
:: Post Date: 2008-04-05 11:31:13 [Post Comment] [Post Articles]
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| 3dsmax Pflow For A Water Wall - Part 1 Software: 3dsmax Author: Neoscape Website: http://www.neoscape.com/ Tutorial by Neoscape Artist: Nils Norgren This is a quick tutorial for a method of making a "Water Wall." This type of water wall has the water running down a stone surface, the water speeds up and slows down based on imperfections in the surface. ![]() Make a “PF Source” - long and thin. Then move up in space and rotate 180 degrees so that it faces down. This will be the water flowing down the face of the water wall. ![]() Make a "Plane" aligned with the direction of the particles in the view. Open up the object properties (right-click and select object properties) for the plane and turn off "Renderable.” ![]() Open “Particle View” editor, select birth, set start to “-100” and end to “100.” Now change to Rate (From amount) and set rate to “500.” In the PF Source panel on the right, change the viewport to “5%.” ![]() Select the “Speed 01” event and change the speed to “10.” Get the Flash Player to see this player. ![]() Make a default material with a checker map in the diffuse (this will be a temporary map to troubleshoot). Change the black checker to dark grey and make the map tile 3 by 3. Turn on the "Show in Viewport" button and apply it to the plane. Back in the particle view, add a "Seed by Surface" to the end of the Main Event. In the settings from the top, change "Set speed once" to “Control speed continuously." Change the speed to “20,” click on the "Add" button and select the plane. Now turn on “Speed by Material,” change the "Direction" pull-down to "Parallel to Surface." Get the Flash Player to see this player. The particles should be speeding up when they go by a white panel and slowing down when the go by the grey panel. If the checker was black, they would stop. Change the map to black to see what happens. ![]() Now switch the map to a "Noise" (discarding the old map). Set the size to “5,” turn on "Fractal," set the levels to “10.” Make sure to turn "Show map in viewport" back on. ![]() Back in particle view, set the display to "Geometry” (from ticks). Select shape and change the geometry to "Sphere." Make the spheres small, .5 in this case, to get a sense of density. Now set the "Viewport" options of the PF Source higher, anywhere from “50%” to “100%” (from 5%). Go back to frame 0, select the Birth event in the particle view and set the emit start to a lower number, -147 in this case so that there are spheres near the end of the plane. ![]() Go to the end of the animation range (frame 100). In Particle View, add a delete operator to the highest event (along with the render operator). Change the delete setting to “By Particle Age,” and change the particle age so that particles are dying near the bottom of the plane, in this case 145. If you change any of the speed parameters, you will need to modify these last two steps so that your particles don’t leave the end of the plane. Get the Flash Player to see this player. ![]() Make a default material, and then make a diffuse map of type "Falloff." Swap the white and black color chips - name this material "Particles." ![]() In Particle View, add a "Material Static" operator to Event 01. Drag the material "Particles" into the material slot of the operator. ![]() Close the material editor and the particle view. Make a new free camera and align (Position and Orientation) it to the plane. Switch the main view to the camera, and use the dolly controls to move the camera back away from the particle system. Pull out to just clip the top and bottom of the particles with the view and set the viewport to "Show safe frame." ![]() Open the Render Dialog and set the output size to “Custom.” Now change the width and height to make the shape of the camera's viewport match the shape of the plane. Lock the image aspect ratio. If the plane is small in the frame, then set the FOV of the camera to fill the frame with particles. ![]() Hit test render in the render dialog box. After the test render, open the particle view back up and turn up the amount in the birth operator. “2000” will take a few seconds to process (both in the viewport and on test render) but it should just about fill the frame with particles. Render the sequence to frames. Get the Flash Player to see this player. In the scene where you are going to need a water wall, make a new material to be the water surface. Use reflections, specularity, and transparency to make your water material. Add the frame sequence to the "Bump" channel of the material. Render your final sequence. Get the Flash Player to see this player. Further work could be done to the frame sequence in a compositing application like After Effects. The sequence could be made to loop, tile and doubled up for more detail. All Parts of this tutorial: 3dsmax Pflow For A Water Wall - Part 1 3dsmax Pflow For A Water Wall - Part 2 |