Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4 | 5 | 6 | 7
Post-apocalyptic City - Part 1

| Your Rating:
rating star fullrating star nonerating star nonerating star nonerating star none
(7 Votes)
| 68025 Views
| 0 Comments
| Comments 0
Date Added: 30th December 2010
Software used:
Keywords:

Then, under Setup, press the Particle View button. When you open Particle View you'll get what's called a Standard Flow which is basically a list of controllers that control birth, position, speed, rotation and shape of the particles. You also have control over how the particles will be displayed in the viewport and during render. Near the bottom is a list over all available controllers (Fig.07).

We'll now start by adding one of our buildings to the scene.

1400_tid_thingnes_city-tut_max_07.jpg
Fig. 07

Step 2.1: Birth

As we don't want buildings to pop out of the ground during animation, all particles should appear simultaneously. We'll therefore set Emit Start and Emit Stop to the same frame. I'll set both to -1 to make sure the buildings are in place before animation starts at frame 0. In my case I want 250 buildings and consequently set the Amount to 250 (Fig.08).

1400_tid_thingnes_city-tut_max_08.jpg
Fig. 08

Step 2.2: Position

As you can see, this gives us 250 particles emitting from the PF Source icon (Fig.09).

1400_tid_thingnes_city-tut_max_09.jpg
Fig. 09


To attach the particles to the plane instead, we'll need to replace Position Icon in the controllers list with something else called Position Object. To do this, find the Position Object controller in the list of available controllers and drag it on top of the Position Icon controller in the view above. Let go when a red line appears over the Position Icon, meaning it'll be replaced by what you're dragging in (Fig.10).

1400_tid_thingnes_city-tut_max_10.jpg
Fig. 10

Having selected the newly created Position Object, you can now press the button called By List, under Emitter Objects, which brings up a window where you can select an Emitter Object. Choose the plane you created earlier called CityEmitter (Fig.11).

1400_tid_thingnes_city-tut_max_11.jpg
Fig. 11

This randomly distributes the particles across the plane (Fig.12).

1400_tid_thingnes_city-tut_max_12.jpg
Fig. 12





< previous page continued on next page >

 
1 | 2 | 3 | 4 | 5 | 6 | 7
Related Tutorials

Techniques to paint cartoon scenes

by Aekkarat Sumutchaya
published on 2016-05-20

Keywords: Aekkarat Sumutchaya, photoshop, cartoon, characters, scene

Go to tutorial
rating star fullrating star fullrating star fullrating star nonerating star none (2)
Comments 1 Views 3368

Unreal Engine Part 12: Using the matinee tool

by Rob Redman
published on 2016-04-14

Keywords: Unreal, Engine, Game, first person, level, map, trigger, audio, sound, cut scene, matinee

Go to tutorial
rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 2610

The Making of Dioptase Colony - Power Diving

by Tamas Medve
published on 2014-04-11

Keywords: Arch-viz, Making of, City, Scene, Sci-fi

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (20)
Comments 1 Views 54804

Making of 'Decepticon Truck Crawl'

by Kiel Figgins
published on 2014-03-31

Keywords: Animation, Rigging, Transformer, Decepticon, Modeling, Lighting

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (9)
Comments 1 Views 33242
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment