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blizzard particles
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  • burninin
  • Posted: 20 February 2009 01:55 PM
  • Total Posts: 13
  • Joined: 11 July 2008 02:14 AM

Hi all

I have been working on an animation that uses blizzard particles. I am having trouble making it look like flowing water (just a representation only.) The particles are spheres in shape and no matter what setting I use, the particles move in a horizontal row as it moves along my path, my setting are something like this as I can remember.
In the blizzard roll out. I use 50 as quantity, speed at 20, emitter start 0, emitter stop at 200, life 200; I also use the same settings in Pflow parameters as well. Any ideas on how to keep the particles all together as they move along a path, instead of sort intermitting rows?
Thanks again
BC



3D Drafting/modeler
PSCSII

Replies: 0
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  • Krueger
  • Posted: 20 February 2009 02:10 PM

Can you post the scene? Or a screenshot so I can get a better idea of what you’re working with. Also, what Max version are you using?



3ds Max 2009 SP1, 2010 SP1
Maya 2012
Windows 7 Professional 64-bit
Dual Intel Xeon E5520, 6 GB Ram
NVIDIA GeForce GTX 460 OC

Replies: 0
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  • burninin
  • Posted: 20 February 2009 03:08 PM

Thanks for replying.
Here is a screen shot of an AVI frame. I am using 2009 Student version of MAX. It’s a complete version



3D Drafting/modeler
PSCSII

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  • Krueger
  • Posted: 20 February 2009 03:35 PM

If I am understanding you correctly, you want to eliminate the space in between the spheres? If so, increasing the quantity should bring them closer together because it will have to emit more particles in the same time frame.

Let me know if that is what you where asking about. If it’s not what you meant, I can also take a look at your scene for you if you zip and post it.



3ds Max 2009 SP1, 2010 SP1
Maya 2012
Windows 7 Professional 64-bit
Dual Intel Xeon E5520, 6 GB Ram
NVIDIA GeForce GTX 460 OC

Replies: 0
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  • burninin
  • Posted: 20 February 2009 03:57 PM

Ok I will give that a try. But I think I have incresed the number once. But I will DBL check and post.
Thanks
BC



3D Drafting/modeler
PSCSII

Replies: 0
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  • Krueger
  • Posted: 20 February 2009 04:23 PM

Another thing to look into if you want it to look connected and more fluid is to change the particle type from standard particles to MetaParticles. This will connect any particles that come within a certain distance to each other.



3ds Max 2009 SP1, 2010 SP1
Maya 2012
Windows 7 Professional 64-bit
Dual Intel Xeon E5520, 6 GB Ram
NVIDIA GeForce GTX 460 OC

Replies: 0
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  • burninin
  • Posted: 20 February 2009 04:34 PM

I tryed that but the render time was much higher.



3D Drafting/modeler
PSCSII

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  • Krueger
  • Posted: 20 February 2009 05:15 PM

You could try going back to the standard shape sphere and then make a BlobMesh (under Compound Objects), then add your blizzard to the that. It acts pretty much like the metaparticles, but seems to render faster.



3ds Max 2009 SP1, 2010 SP1
Maya 2012
Windows 7 Professional 64-bit
Dual Intel Xeon E5520, 6 GB Ram
NVIDIA GeForce GTX 460 OC

Replies: 0
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  • burninin
  • Posted: 20 February 2009 05:51 PM

Hmm Ok, I will try that.

Thank



3D Drafting/modeler
PSCSII

Replies: 0
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  • burninin
  • Posted: 22 February 2009 12:33 PM

MK-3D 20 February 2009 06:35 PM

If I am understanding you correctly, you want to eliminate the space in between the spheres? If so, increasing the quantity should bring them closer together because it will have to emit more particles in the same time frame.

Let me know if that is what you where asking about. If it’s not what you meant, I can also take a look at your scene for you if you zip and post it.

I cant get it to stop making the particles in a row. Here is the file



3D Drafting/modeler
PSCSII

Attachment Attachment
Replies: 0
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  • Krueger
  • Posted: 22 February 2009 03:21 PM

Increasing the speed in the blizzard did the trick over here. Try that and see if it fixes your problem.



3ds Max 2009 SP1, 2010 SP1
Maya 2012
Windows 7 Professional 64-bit
Dual Intel Xeon E5520, 6 GB Ram
NVIDIA GeForce GTX 460 OC

Replies: 0
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