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Air Flow through a building from Cold to Hot
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  • Total Posts: 84
  • Joined: 30 March 2008 01:38 AM

I am new to using particle systems and need to show the cold air flow from the exterior of a building, pushing out the hot air through a window. The flow will come into the building through louvers, change color from blue to red and exhaust out the open windows. Any help of making this look like a nice airflow would be great...was debating fumefx but that would require a purchase and a learning curve...any help would be nice.

I attached a picture of where I need to have the air flow..



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  • Sgabriel
  • Posted: 09 February 2012 07:50 AM

Use a PF Source to insert and flow through the louver set and assign a Material Dynamic to the main event.  Create a material with an animated diffuse color blending from blue to red and assign it to the Material Dynamic inside the Particle View.  Randomize the particle age offset to give a bit of mix to the transition.

Stephen



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Great thanks for the reply. How would I make a material that looks like smoke almost? If I made a dynamic material, how would I make it so that it only starts to change colors at the right points along path? I would not want the cold air to change at the bottom...so in a sense half way up path blue needs to change to red, YET, remain blue at the bottom as well.

Author: gotasister

Replied: 09 February 2012 08:58 AM  
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  • Krueger
  • Posted: 09 February 2012 09:43 AM

You can also create a spline that represents the path of the air, then use a speed by icon in your pflow and path constrain the speed by icon to the spline.

For the material, use the particle age map in your diffuse slot. That map gives the particle a color based on its age. You also need a delete operator in your pflow for the map to work. You can set that to by particle age and specify the life span. To get more of a smoke look, use a noise or smoke map in your material’s opacity slot. You can have a radial gradient ramp in there and another particle age map to make it fade out at the end as well. Or you can use a particle age map in the opacity and use different bitmaps of smoke in the different color slot maps.



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: 2
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Ok I will try this. ANy particular size settings or shapes and number of particles that would be a good look?

Author: gotasister

Replied: 09 February 2012 09:47 AM  
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It depends on your scene. You will want them to be big enough to overlap, but that depends on the number of particles and the space they’re filling. It’s a balance between those two.

But you can use the Shape Facing operator to get a good look.

Author: Krueger

Replied: 09 February 2012 09:51 AM