{"id":707,"date":"2009-01-26T22:16:15","date_gmt":"2009-01-27T04:16:15","guid":{"rendered":"http:\/\/www.mrbluesummers.com\/?page_id=707"},"modified":"2009-01-26T22:16:15","modified_gmt":"2009-01-27T04:16:15","slug":"particles-part-3","status":"publish","type":"post","link":"http:\/\/www.mrbluesummers.com\/707\/blog\/particles-part-3","title":{"rendered":"Particles Part 3"},"content":{"rendered":"
Deflectors are ways of controlling particle flow by preventing them from penetrating geometry that’s supposed to be solid. But why not have an option to prevent penetration of any polygons? Because the process can become processor intensive very, very quickly. While I’m not saying you need to use deflectors sparingly, you should give 3dsMax the luxury of some approximation. If your space-ship is a flying saucer, just approximate it with a squashed sphere.<\/p>\n
That said, let’s have a look at the various deflector types! Imagine deflectors as a combination of 2 factors; shape and functionality.<\/p>\n
Demonstrating deflector shapes.<\/p>\n<\/div>\n
There are three shapes in the deflector selection; spherical, planar, and universal. The first two are self-explanatory; they’re shaped as the name suggests. The universal deflectors are based on geometry that you specify. This means you can have that battle cruiser pushing asteroids out of the way perfectly. However, remember that this could tax your system heavily, so it’s a good idea to create a low-polygon mesh that can act as a proxy for the real 3d model.<\/p>\n
In the image on the left, I show you how each of these shapes act. I’ve created mesh objects to represent the 3 deflectors in the render. The torus object is an approximated version using much fewer polygons than the rendered object has.<\/p>\n
Next, there are three functional flavors of deflectors; ordinary, dyna-flect, and omni-flect. The first type of deflector is a highly simplified version of the deflector idea.\u00a0 Think of these as similar to our spray versus super spray concept described earlier. The next, dyna-flect, is for use with reactor objects and other reactive bodies. You’d use it when you need the target object to respond to being struck by particles (like tank armor deflecting bullets but getting dented).<\/p>\n
Very briefly, what makes omni-flect deflectors special compared to ordinary deflectors, is that they provide many additional features. Allow me to summarize them here:<\/p>\n
Forces allow you to direct the flow of 3dsMax particles without having to bounce them around with deflectors.\u00a0 Think of forces as the “go here” command to the deflector’s “don’t go there” command.\u00a0 You can combine forces to create very specific and complicated effects like galaxies, tornadoes, and harsh weather effects.<\/p>\n
You create and bind these forces in the same way that you would for a deflector.\u00a0 Just select the object, click-drag to create it in your scene, and then use the “Bind Spacewarp” tool to link it into your particle system.\u00a0 Let’s take a look at each type of particle emitter in 3dsMax.\u00a0 To aid in visualization, I’ve included some <\/em>of the images from the help document.\u00a0 I’m sorry I can’t include them all; there are a lot of space warps in 3dsMax!<\/p>\n\n