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3ds Max 2016 Create a Feather using the Particle System

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SerdarHakann
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3ds Max 2016 Create a Feather using the Particle System

In this article, we will learn how to create a feather in 3ds Max 2016 using the particle system. The particle system may seem a little complicated, but you will see that it is quite accurate and easy to use.

 

Here we go;

 

Geometry> Particle Systems> PF Source.

 

1.png

 

Measurements are forming pfsource by entering the form of a cube.

 

2.png

 

Open the Particle View window by pressing the 6 key and we enter the values specified by clicking the Birth options.

 

3.png

 

Delete the Speed option.

 

4.png

 

Shape options, click on the Square and we choose the 2D option.

 

5.png

 

Enter the values specified in the option area Shape.

 

6.png

 

Choose the geometry of the Type field in the Display.

 

7.png

 

Choose Spin from the list of command options. Drag the 001 field, and enter values in the option area Sp.

 

8.png

 

Pick Material Static from the Commands list, drag the 001, enter the required fields and values.

 

9.png

 

The results so far are as shown below.

 

10.png

 

Open the material editor by pressing the down button and we will use ithe material we have prepared.

 

11.png

 

Prepare the material particle. We will leave the viewer window by dragging the static material and we mark the instance options.

 

12.png

 

Select Force from the Commands list, 001.

 

13.png

 

And the final result;

 

14.jpg

 

15.png

 

 

3ds Max 2016 Particle System Tüy Animasyon from Serdar Hakan | Autodesk Turkey on Vimeo.

 

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