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Old 01-23-2008, 07:50 AM   #1 (permalink)
ronel
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Creating A Water Fountain - PART 1

WATER FOUNTAIN TUTORIAL


I want to share my workflow in Creating A Water Fountain in 3dMax Particle System
1. Download the scene file fountain_start.max on this link,
Free Direct Files Hosting - HotlinkFiles.com

or the model fountain .3ds. If you haven’t you can create your own model for the fountain source. Any model will do. To start set some 3d max parameters just like the following: set the units to meter, and the renderer to scan line ( for the meantime we will use scan line because we will do some series of test render.)


2. From the command panel, browse on create , particle system, then select super spray. Or from the Menu Bar, select Create then browse on Particles then Super spray.


Drag anywhere from the top viewport as if you are creating an
icon ( round icon image with upside arrow) just enough for you to see and handle it. From the top viewport, move the super spray icon on the center of the stone fountain model, and from the left view port, move them vertically on uppermost part of the stone fountain.(see figure below)



3. With the super spray icon still selected, go to modify panel and adjust the some basic parameters as shown on the image sample. Now play on the time slider, move it along on say on frame 10.


You can see how the fountain works. However, you can adjust any parameters as long as it suffice and fit on how the fountain looks like. For the tutorial to make not more complicated, let us leave some parameters in its default state.


Off Axis- affects the angle of the particle
stream off the Z axis (along the plane of the X axis).

Spread - affects the spread of the particles away from the emission vector (along the plane of the X axis).

Off Plane- affects the angle of emission about the Z
axis. This has no effect if Off Axis is set to 0.

Spread - affects the spread of the particles about the Off Plane axis. This has no effect if Off Axis is set to 0.


Speed - the speed of the particle at birth, in units
per frame.

Variation- applies a percentage of variation to the
speed of emission for each Particle

4. As you move the time slider, the more the fountain goes up, now let us control over it. From the Command panel go to Space Warps, then to Forces and select Gravity from the list.


Then on the top view port drag anywhere. Then on left viewport, move the gravity icon on top of the water fountain you have created just enough on how the water goes up.


With the gravity icon still selected, go to main toolbar and select bind to Space Space Warp. See the figure. Drag to link the gravity to the super spray. Then adjust some basic parameters


Strength- this will determine the upward force super spray particles behavior, the more amount, the particles will suddenly goes down, the lesser amount, the lesser it will goes down. Adjust and play around for the strength amount until it satisfy how the your fountain goes up.

Decay- when Decay is set to 0.0, the Gravity space warp has the same strength throughout world space. Increasing the Decay value causes gravity strength to diminish as distance increases from the position of the gravity warp object. Default=0.0.

CONTINUE ON PART 2.....
Attached Thumbnails
creating-water-fountain-part-1-fountain-finalthumbnails.jpg  
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Last edited by ronel; 02-06-2008 at 12:31 AM.
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