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I was doing one of the basic tutorials for Max 2012 - the catapult breaking a castle wall with MassFX. Of course i got way ahead of my actual 3d knowledge, thinking it would be cool to create dust/smoke where the projectile hits and dust from the falling bricks.
I’m getting the feeling that the short answer is: you can’t do it with just the basic PFlow with the learning edition, but here goes:
if I have it right, the basic PFlow seems to require a separate deflector for each piece of geometry that you want to emit particles (i.e. each brick or fragment trailing dust as it falls)
I’m trying to scale back to a really simple scene to see what I can accomplish but am not having much luck. I do know that four pieces of geometry hitting one deflector in a scene works, but I’m trying to get fragments trailing particles on collision in addition to creating particles when impacting the ground. Maybe too complex too early (I’m coming back to Max after a few years of slacking off working with it), but my curiosity is aroused and I really feel like this should be do-able.
Say I have 4 bricks that get hit by a ball then go flying. Would I need a separate deflector for each brick AND the ball for them to emit particles upon collision with each other, and another ground deflector for emitting particles from the pieces when they land.
I’ve been trying to reverse engineer/understand Pflow from a collection of presets, but if anyone has a pointer in the right direction I’d appreciate it.
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