Blizzard Particle System
On the Create panel, click (Space Warps). Choose Forces from the list, then on the Object Type rollout, click Wind. Drag in a viewport. The wind icon appears. Mar 23, †Ј Create the Wind force and set its orientation towards the curtain. Go to the Cloth panel again and open СCloth ForcesТ, select your wind object. Just click on Simulate underneath and the simulation will commence. In addition, you can adjust your curtains manually by using УLive DragФ option under Faces and УSimulate LocalФ functions.
This plane object will serve as our curtain, therefore a high polycount will help in making it look organic. Before what causes low neutrophils in blood can simulate this plane, we need to convert it into an editable poly.
Otherwise, our simulation will not run properly. The rod needs to have a lot of length segments as well. Right now the curtain is completely flat without any folds. The rod will be the key to getting some nice folds on the curtain. Turn on Auto Key, go the th keyframe and halve the length. First of all, we need to input into the modifier all our collision objects.
These are the objects with which our cloth simulation will interact and collide with. Click on Add Objects and select the walls, ceiling, rod, floor and column. These will be set as Collision Object near the bottom of the right side of the dialog box. Also select the curtain from this list and set it as Cloth. Input these following values for the cloth object:. Furthermore, to make the curtain fold along with yow rod, we need to attach some vertices at the top of the wihd to the rod.
Expand the Cloth modifier in the stack and select Group. Select the i of the curtain where the hooks get attached to the rod. Finally, we need to add the WIND which will blow on our curtain. Create the Wind force and set its orientation towards the curtain.
Just click on Simulate underneath and the simulation will commence. Input these following mac for what does double denim mean cloth ohw Furthermore, to make the curtain fold along with our rod, we need to attach some vertices at the top of the curtain to the rod. Finally, add a turbosmooth modifier to make your folded curtain geometry smooth and seamless. Notify of.
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Preparation for This Tutorial
On the Create panel, make sure (Geometry) is active and Particle Systems is chosen in the object category list, then click Blizzard. Drag in a viewport to create the Blizzard emitter; see Creating a . Nov 11, †Ј 3ds max wind is uniform and it affects the whole scene. is there a way to change it? like for example if i want to make wind blowing on grass, where you can "see" the wind variation? and how about if i want to make a fan blowing wind? where the wind has an emitter, and its not on the whole place, and it starts to decay until at some point. For some methods of using live dynamics, see this procedure: Example: To view hair dynamics in real time. If you press while using live dynamics, 3ds Max displays a dialog that asks whether you want to stop live dynamics. Both Freeze and Stop reset the mode to .
For hair to seem natural in an animation, it must respond to the motion of the body it's attached to and to external influences such as wind and gravity. Hair's Dynamics functions let the hair behave like real-world hair, in interactive Live or Precomputed mode. Hair dynamics uses guide hairs to calculate collision. To reduce computation, you have to explicitly designate the objects with which hair will collide.
The object from which the hair grows is a special case: to have hair collide with this object for example, a human head , simply turn on Use Growth Object. If you want more than one Hair modifier to interact with a particular collision object, you have to add that object as a collision object for each different Hair And Fur modifier. The modifier provides two different methods for calculating collision: Sphere and Polygon.
Spherical collision uses a bounding sphere for collision objects; polygonal collision uses the collision object's actual geometry. The Polygon option is more accurate, but the Sphere option is quicker to calculate. Example: To view hair dynamics in real time:. The hair moves realistically.
The hair resumes its default position, growing straight out of the object. This time, the hair isn't affected by gravity, but simply blown by the wind. Again, the effect is cumulative and the animation doesn't repeat. All of this animation takes place only in real time; no keyframes are set, so it can't be rendered. To learn how to set up a renderable dynamics simulation with Hair, see the following procedure.
To generate a precomputed dynamics simulation with Hair:. The path and stat file name appear in the text field next to the ellipsis button. Hair runs the dynamics simulation and generates a stat file for each frame in the animation. It also automatically sets the mode to Precomputed, so when you play or render the animation, it reads the stat files and uses the information for the hair positioning in each frame.
The dynamics simulation stored in the stat files appears in the viewports. The dynamics animation no longer appears. However, it's still stored in the stat files, and will reappear if you choose Precomputed.
Click a group box in the image to jump to the description of the corresponding settings. Chooses the method Hair uses to generate dynamics.
Live mode is suitable for experimentation, but for best results when rendering animation with Hair, use Precomputed mode. For some methods of using live dynamics, see this procedure: Example: To view hair dynamics in real time.
If you press while using live dynamics, 3ds Max displays a dialog that asks whether you want to stop live dynamics. Both Freeze and Stop reset the mode to None, but Freeze freezes the hair in its current position. You can use this as a starting point for precomputed dynamics, or as a point from which you style the hair. Stat files let you record and play back a Hair-generated dynamics simulation.
For a workflow example, see this procedure: To generate a precomputed dynamics simulation with Hair. Displays the path and file name for the stat files. Click to choose a name prefix and location for stat files using the Save As dialog. Deletes stat files from the target directory.
The files must have the name prefix you assigned using the Now, when you play or render the animation, Hair uses the stat files as originally generated. Determines the extent of the simulation, and lets you run it.
These controls become available only after you choose Precomputed mode and specify stat files in the Stat Files group.
Set Start and End to the frames at which to begin and end the simulation, and then click the Run button. The first frame to consider in calculating the simulation. The final frame to consider in calculating the simulation. Click to run the simulation and generate the stat files within the frame range indicated by Start and End. To abort a simulation while it's running, click Cancel on the status bar.
These controls specify the basic parameters for the dynamics simulation. The Stiffness, Root Hold, and Dampen values can be mapped: click the map button to the right of the spinner to assign a map. Grayscale values in the map multiply the parameter's value at that hair location. You can apply a map to the Stiffness, Root Hold, and Dampen parameters. You can also drag and drop a map from a Material Editor sample slot.
If the Slate Material Editor is open, you can drag from a map node's output socket, then drop onto this button. You can also drag and drop from a map button in the Material Editor or anywhere else in the 3ds Max interface. When you drop a map onto the map button, a dialog asks if you want the map to be a copy independent or an instance of the source map. Lets you specify a force that moves hair vertically in world space. Negative values pull hair up while positive values pull it down.
To cause hair not to be affected by gravity, set the value to 0. Controls the magnitude of the effect of dynamics. If you set Stiffness to 1. Comparable to stiffness, but affects the hair only at the roots. Dynamic hair carries velocity forward to the next frame. Increasing dampening increases the amount by which these velocities are diminished. Use these settings to determine which objects hair collides with during a dynamic simulation and the method by which collision is calculated.
When on, hair collides with the growth mesh object. Lists the names of scene objects with which hair should collide. To add an object to the list, click Add and then click the object in a viewport. To replace an object, highlight its name in the list, click Replace, then click a different object in a viewport.
To remove an object, highlight its name in the list, then click Delete. This group lets you specify space warps that will affect the hair during the dynamics simulation.
For example, you can add a Wind space warp to cause the hair to be blown by a breeze. Lists the names of forces that dynamically affect the hair. To add a space warp to the list, click Add and then click the warp's icon in a viewport. To replace a space warp, highlight its name in the list, click Replace, then click a different warp's icon in a viewport. To remove a space warp, highlight its name in the list, then click Delete.
Select an object with the Hair And Fur modifier applied. On the Dynamics rollout scroll the command panel to view it , set Mode to Live. Move the object around. On the Tools rollout, click Regrow Hair.
Click Play Animation. The hair settles and droops, as if affected by gravity. Note that, as the animation repeats, the effects of gravity are cumulative; the hair animation doesn't restart at the first frame. On the Tools rollout, click Regrow Hair again. Add a Wind space warp to the scene.
On the Dynamics rollout, set Dynamics Params Gravity to 0. In the External Forces group at the bottom of the Dynamics rollout , click Add and then select the Wind space warp. Play the animation again. To generate a precomputed dynamics simulation with Hair: Apply the Hair And Fur modifier to an object.
Set up the animation. It could simply be motion of the growth object, or you could use the Dynamics rollout External Forces group to add space warps, such as Wind, that should affect the hair.
Actually, because the hair is affected by its own gravity by default, you don't need to set up any explicit animation at all to see hair dynamics. On the Modify panel Dynamics rollout, use the Collisions group to set objects the hair should collide with. Also set other simulation parameters in the Dynamics Params group.
In the Stat Files group, click the ellipsis Use the Save As dialog to specify the location and name of the stat files to be generated. Note: When you run the simulation, Hair will generate a separate stat file for each animation frame. Attention: If you plan to render the animation with a networked render farm, make sure the path you specify can be seen in exactly the same way from each node on the render farm.
If the wrong stat files are found, hair can float right off an object. Mode group Chooses the method Hair uses to generate dynamics. None Hair doesn't simulate dynamics. Live Hair simulates dynamics interactively in the viewports, but doesn't generate animation keyframes or stat files for the dynamics. Stat Files group Stat files let you record and play back a Hair-generated dynamics simulation.