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Animare 51 posts
Hi Everybody...(hello dr nicK)
I've always tried, and failed at making really fine dust particles...you know the sorta dust when you kick a brick wall, or open an old treasure chest..or floorboards that are getting slammed...etc...
I cant work out if it is in the texture, I mainly use facing particles..but I seem to keep getting the usual smoke effect?
Anyone had any luck with standard max 7 pflow tools
Thanks
SHan
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Cameron 2,374 posts
Hey mate.
There are a couple of ways of doing it.
One, is to do it using a heap of small particles with normalish materials on it. Like trying to simulate real life having them clumping together and such. Mix that in with motionblur and it will look fantastic. Mix it with motionblur and afterburn with the octane shader and you should be spot on.
Another way is to do it the way you are thinking, with the advanced noisy opacity maps. Uses a minimal amount of particles but takes a fair amount of time to set up the fading using particle age as well as the noise map size being accurate while using shrinking and growing of the actual facing plane mesh. Also, I would reccomend a bit of motionblur there to smooth things over a bit.
That teapot example Tyson did, I think he used afterburn and a heap of particles for it but I bet he has a better explanation of it than I would.
If your problem is that you keep getting a smoke looking effect then I would reccomend the first option otherwise you will need to adjust your opacity maps so that they seem more solid and less transparent.
I'll see if I can get some examples for you.
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Cameron 2,374 posts
Oh and also.
I highly reccomend the Introduction to Particles Trilogy by Allan Mckay. Especially the third one.
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ivanisavich 4,196 posts
Hey Animare,
Did you catch my post at the3dstudio? Was that the type of effect you were looking for?
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ivanisavich 4,196 posts
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Animare 51 posts
Hi, ok Im almost there...REALLY dumb question..how do u get the particles to render in the viewport? do you just apply a standard material(ie one colour?) or is there another method?
Thanks a bunch guys
All the feedback has been really helpful.
Shan
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Cameron 2,374 posts
Hey mate,
To get the actual mesh of the particles shown in the viewport you go to the Display Operator (Or add one if you don't have one already should say like: Display 01 (Ticks)) inside pflow and change the Display Type to Geometry instead of Ticks.
I think this is what you are after. A good thing too, in conjunction with this is to use the "Cache" Operator to speeden things up a bit if it slow's down too much.
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Animare 51 posts
This forum Rocks!
Thanks guys, Ill work on it and post my scene for crits