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Transcript
AV4676-V - Integrating Water Elements and Fountains into
Architectural Renderings Using Particle Flow
Steven Schain
Autodesk Certified Instructor
© 2012 Autodesk
Class Summary
Many architectural structures incorporate a water feature as a
prominent visual component of the structure. This exciting class
explains how to implement 3ds Max Particle Flow for architectural
use. This class takes you through the creating water fountains,
waterfalls, and other water features architects like to use. We will
cover creating particle flow networks to simulate water flow and
using space warps to affect the motion of the particles. We will also
cover the point cache and particle rendering.
© 2012 Autodesk
About the Speaker
 Trainer / Instructor
 Teaching 3ds since 3D Studio DOS Release 3.
 Autodesk Certified Instructor since 1998.
 Trainer - Spectralight Images, LLC (3ds Max / Maya)
 Author
 Autodesk Fundamentals Courseware
 CAD Learning online 3ds Max courseware
 Co-developer of Autodesk’s 3ds Max Fundamentals Standards
 Co-developer of Autodesk Certified Instructor Program

www.the3dprofessor.com
© 2012 Autodesk
Course Content
This course will cover:

Create particle flows to simulate fountains
 Use space warps to create custom effects with particle flows


Gravity
Deflectors

Add point cache to effectively work with large numbers of particles
 Apply a water material
 Generate a viewport preview
 Configure and render particle systems using the mental ray® renderer
© 2012 Autodesk
Learning Objectives
At the end of this class, you will be able to:

Create a Particle Flow
 Work with space warps
 Edit Particle Flow events
 Cache particles using a Cache operator
 Create an animation preview
 Setup and render using Mental Ray
© 2012 Autodesk
Particle Flow Explained
© 2012 Autodesk
Particle Flow Explained

Particle Flow


Event driven
Particle View interface




Event display
Depot
Parameters
Description
© 2012 Autodesk
Particle Flow Explained

Particle view



Operators
Tests
Flows
© 2012 Autodesk
Setting up the scene
© 2012 Autodesk
Setting up the scene

Determine particle system function
© 2012 Autodesk
Setting up the scene

Adding Space Warps


Gravity
Deflectors


Spherical deflector
Universal deflector
© 2012 Autodesk
Setting up the scene

Editing Space Warps

Deflector parameters


Bounce
Friction
© 2012 Autodesk
Creating the Particle Flow
© 2012 Autodesk
Creating the Particle Flow

Adding a Pflow source
 Setting up events

Adding forces
 Configuring a collision spawn test

Setting particle shapes
© 2012 Autodesk
Applying Materials
© 2012 Autodesk
Applying materials

Choosing an appropriate material

Autodesk Water Material

Material Static operator
 Operator Placement
© 2012 Autodesk
Caching the Particles
© 2012 Autodesk
Caching the Particles

Particle Cache

Increases Pflow efficiency
 Scrub Timeline
 Render Efficiently

Add a Cache operator
© 2012 Autodesk
Previewing and Rendering the Fountain
© 2012 Autodesk
Previewing and Rendering the Fountain

Creating a preview rendering

Viewport preview
 Mental Ray rendering setup
 Incorporating motion blur
© 2012 Autodesk
Thank You
© 2012 Autodesk
Autodesk, AutoCAD* [*if/when mentioned in the pertinent material, followed by an alphabetical list of all other trademarks mentioned in the material] are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and
services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2011 Autodesk, Inc. All rights reserved.
© 2012 Autodesk