Use 3ds Max particle system to create special effects scene of flying arrow rain

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

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

arrow.max

step 3

Rename this arrow to Static Arrow .

static arrow

static arrow

step 4

Duplicate static arrows. Rename the copied arrow to Dynamic Arrow .

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

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

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 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

simple scene setup

step 2

Go to Create > Particles > Particle Flow Source and create the flow icon in the particle  viewport.

Create Particle Flow Sources

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

Create PF source icon

step 4

Press the 6  key on your keyboard  to open the Particle View window.

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

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

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

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

direction matrix

step 9

Now you can see that the arrow is going in the correct direction.

arrow direction

direction of arrow

Step 10

Go to Space Warps > Gravity > and create a gravity icon in the viewport .

space warp gravity

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

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

speed operator

Step 13

Go to Space Warps > Deflectors > UDeflector and create  icons for the UDeflector in both viewports  .

space warp deflector

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

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

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

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

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

dynamic arrow group

Step 19

Go to Show Operators and select Geometry as the Type option.

display operator

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 drag

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

force operator

Step 22

Now you can see that the arrow stops after piercing.

penetration

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

impact value

Step 24

Play the animation and you'll see a spectacular rain of arrows piercing walls and the ground.

last scene

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)

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Origin blog.csdn.net/ygtu2018/article/details/131935173