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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