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Sand particle affect

9 REPLIES 9
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Message 1 of 10
banderson
7403 Views, 9 Replies

Sand particle affect

I have a item that is emitting what appears to be sand and disappearing over time, the problem is that I want it to stop emitting particles on the parts of the item that have disappeared and only emit from the still visible portion of the item. is this possible? here is a image of what I am talking about

9 REPLIES 9
Message 2 of 10
Anonymous
in reply to: banderson

Take a look at the particle dispersion tutorial by Allan McKay. I think it will cover everything you need. Link
Message 3 of 10
banderson
in reply to: banderson

its just a blank page when I click on it
Message 4 of 10
Anonymous
in reply to: banderson

His site got hit pretty hard last month - either he or someone else was posting his tutorial links all over the place, now it says download limit reached... Check back in a few days...

How have you done what you have so far? A quick look in the help files, and I saw Position Object Operator, with a Density by material option, that might work with an animated texture...

MP
Message 5 of 10
Anonymous
in reply to: banderson

Another technique with pflow is to have the particles all born at frame 0 then stay in place on the emitter object, then use a deflector as a collision test to send them to another event where they get affected by something like wind and they blow away.
Message 6 of 10
banderson
in reply to: banderson

by chance can anybody tell me why the viewport shows the particles doing one thing and the render shows something different? im trying to get the render to look like the viewport but for some reason they are not matching

Message 7 of 10
Anonymous
in reply to: banderson

works fine for me!
Message 8 of 10
Anonymous
in reply to: banderson

Yeah I will be switching to a new host next month which is lightning fast, currently I get on a slow day a few hundred people visit my website so imagine lots of them downloading 200mb tutorials all day long it gets pretty slow!
New website is up I just havent had time to switch it all over, I plan to do this end of May, along with putting up dozens of new tutorials for maxscript, 3dsmax 2010, you name it.

You should be able to still view the page however so not sure why that might be.. I know China apparently doesnt like my host so Chinese cant view my website but looks like you're in Cali so you shouldnt have a problem 🙂


-AM


Allan McKay
Director
Catastrophic FX
http://www.Catastrophicfx.com

Fume FX Advanced Fluids Training DVD just released!:
http://www.allanmckay.com/FFXDVD2.html
Message 9 of 10
Anonymous
in reply to: banderson

by chance can anybody tell me why the viewport shows the particles doing one thing and the render shows something different? im trying to get the render to look like the viewport but for some reason they are not matching


What's your position object operator set up like? Do you have any modifiers on the emitter object?
If you can post the scene, it could be faster to get an answer.
Message 10 of 10
banderson
in reply to: banderson

Well i never found out why it was doing that but i did find a way around it. all I had to do was change (under birth) from AMOUNT to RATE and now it emits as long as i want instead of stopping at frame 60

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