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Kazama17
03-25-2010, 03:43 PM
Hi,
I'm new to 3Ds Max, but i am currently learning the basics and understand most of the basic controls and buttons. I have created a basic water pouring effect into a cup i made too. I used SuperSpray particle emitter to generate the water particles and made it pour into the cup from a default teapot shape.

To develop this further, i would like to actually fill the cup halfway with water because at the moment the water particles deflect round and round the cup but remain at the bottom of the surface and does not fill the cup up.

So if possible, is there a tutorial or a brief step by step method of filling the cup up with water up to halfway for example. Which modifier or option should i be using to achieve this effect?

Also would the steps be similar if i wanted a powder particle effect instead of water, for example sand being poured into a cup as opposed to water?

Thanks : )

antimatter289
12-06-2010, 10:12 PM
sorry to resurrect an old thread... wondering if there is a solution to this without needing to buy more plugins. I've got Max Design 2011 (non-subscription). Looking to pour some flour (fine powder), assuming PFlow, maybe mesh with video texture as a workaround?

JohnnyRandom
12-06-2010, 10:24 PM
As long as you don't have a tight shot of the pile up you would be golden with pflow or even a supersray, the particulates are small enough that some good motion blur would add to believability.

I would think two emitters, a fast one for the core of the flour with a good bit of mblur and a slower exterior system with much less mblur maybe with some slight spindrift turbulence added to a portion of those slow emitter particles to emulate the super fine floaty dust.

Just a thought :)

antimatter289
12-07-2010, 03:10 AM
you make it sound so easy... :surprised thanks though. Get me in the right direction anyway.

antimatter289
12-07-2010, 03:11 AM
oh - is there a recommended material for something like this using MR and fairly basic FG settings, no GI?

JohnnyRandom
12-07-2010, 05:23 PM
Here is a relatively basic setup. The events are labeled as to what they do. Definitely not perfect but a 20 minute setup is all you get :)

The material is a simple gradient ramp with the same in the opacity channel.

antimatter289
12-08-2010, 06:34 AM
whoa.. thanks a lot!

I need to get some sleep before trying to understand that setup... that's beyond what I've done with pflow in the past simple projects. Should do the trick, though.
It all rendered green... I'll figure it out, but maybe I need to re-attach shape_instance or something?

Later

JohnnyRandom
12-08-2010, 05:18 PM
It all rendered green...

Ahh, yep, sorry about that, I have both PF tools Box#2&3 and there are some material handling enhancements included within those two plugins.

Try moving the Material Static operator to the "PF Source 01" Event (this will set the material at the global level) and remove the other Material Static operator copies from the rest of the flow, that should work.

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