Recommendation: NSDT scene editor helps you quickly build 3D application scenes that can be redeveloped
1. Set the arrow
step 1
Open 3ds Max .
Open 3ds Max
step 2
I made a simple arrow using polygonal modeling techniques that I will use in the tutorial. .max you can download from the section.
arrow.max
step 3
Rename this arrow to Static Arrow .
static arrow
step 4
Duplicate static arrows. Rename the copied arrow to Dynamic Arrow .
dynamic arrow
step 5
Apply a Bend modifier to the dynamic arrow. Drag the gizmo a bit up, then animate the value of the angle parameter until frame 15 to make its tail wag.
bend modifier
step 6
Duplicate at least two more dynamic arrows. You can have multiple arrows with slightly different swing times, as it will give you random effects.
Duplicate at least two more dynamic arrows
step 7
With all three dynamic arrows selected, go to the Group menu and create a new group as the dynamic arrow group .
Dynamic Arrows Group
2. Setting Up the Particle Flow System
step 1
I prepared a very simple scene setup with a ground plane and boxes on the plane. The purpose is to show arrows coming from the left and penetrating the ground and walls.
simple scene setup
step 2
Go to Create > Particles > Particle Flow Source and create the flow icon in the particle viewport.
Create > Particles > Particle Flow Source
step 3
Create the PF source icon at the left end of the ground plane. Rotate the icon to shoot particles towards the box at a 45-degree angle.
Create PF source icon
step 4
Press the 6 key on your keyboard to open the Particle View window.
Particle View window
step 5
Click on the birth operator. Set the Emit Start value to 0 , the Emit Stop value to 60 , and the Amount to 25 .
delivery operator
step 6
Removed shape operator, instead introduced shape instance operator to events. Select the Static Arrow Mesh as the Particle Geometry Object .
shape instance
step 7
Go to Show Operators and select Geometry as the Type option. Now you can see that the particle scale has turned into an arrow window. But the arrows come out randomly without any particular direction axis.
display operator
step 8
To force the arrow to fly in a specific and correct direction, bring another rotation operator in the event. Change the Direction Matrix Mode to Velocity Space Follow and set the Y axis to 90 degrees.
direction matrix
step 9
Now you can see that the arrow is going in the correct direction.
direction of arrow
Step 10
Go to Space Warps > Gravity > and create a gravity icon in the viewport .
Space Warp > Gravity > Force
step 11
Insert the force operator in the event . Added Gravity space warp list in Forces . The particles of the arrow bend towards the ground due to the influence of gravity.
force operator
Step 12
Change the values of "Speed " and "Variation" so that the arrow may fall on the box. You have to play with these values of the velocity operator to get the desired result.
speed operator
Step 13
Go to Space Warps > Deflectors > UDeflector and create icons for the UDeflector in both viewports .
Space Warps > Deflectors > Deflectors
Step 14
With the first UDeflector icon selected, click Pick Object and select the ground plane mesh to make it the deflector.
pick up object
Step 15
In the same way, select the second UDeflector and click on the Select object to select the box mesh to also act as a deflector.
pick up object
Step 16
Insert the collision test in the event . Add two UDeflectors to the list and set the speed to continue . This will allow the arrow to continue even after colliding with the ground and walls.
crash test
Step 17
Create another event and insert the shape instance operator in it first. Connect the crash test string to this newly created event.
shape instance
Step 18
Select Dynamic Arrow Group as Instanced Geometry.
Turn on the group Members, Objects and Children , and Object Elements options.
Turn on the Animate Shapes option as well since the Dynamic Arrow has animation.
dynamic arrow group
Step 19
Go to Show Operators and select Geometry as the Type option.
display operator
Step 20
You can see that the arrows still go through the barrier after the collision. So you need to apply a force here that stops the arrow from penetrating afterwards.
Go to Space Warps > Forces > Drag and create an icon to drag in the viewport . Set the Linear Damping value to 45 for each axis .
space warp>force>resistance
Step 21
Insert the force operator in the second event . Added drag space warp list in force . Set the Influence value to 3000 .
force operator
Step 22
Now you can see that the arrow stops after piercing.
penetration
Step 23
Influence values are very important. If you decrease this value, piercing arrows will penetrate deeper, if you increase this value arrows will penetrate less deeply.
impact value
Step 24
Play the animation and you'll see a spectacular rain of arrows piercing walls and the ground.
last scene
in conclusion
Particle Flow is a powerful particle system in 3ds Max . You can do huge effects with Particle Flow . I'll be back with more exciting tutorials on different aspects of Particle Flow .
Original text link: Using 3ds Max particle system to create a special effect scene of flying arrow rain (mvrlink.com)